Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9600 GT 1GB has a GPU clock speed of 650 MHz, and the 1024 MB of GDDR3 RAM is set to run at 900 MHz through a 256-bit bus. It also is comprised of 64 Stream Processors, 32 TAUs, and 16 ROPs.
Compare all that to the GeForce GT 430 1GB, which comes with core speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs as well as 16 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9600 GT 1GB should be a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce 9600 GT 1GB will be quite a bit (more or less 86%) better at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 9600 GT 1GB is the winner, by far. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transferred across the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.