Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9600 GT 1GB features a GPU clock speed of 650 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also is comprised of 64 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the GeForce GT 430 1GB, which has GPU core speed of 700 MHz, and 1024 MB of GDDR3 RAM set to run at 900 MHz through a 128-bit bus. It also features 96 Stream Processors, 16 Texture Address Units, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 9600 GT 1GB should be quite a bit faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce 9600 GT 1GB should be quite a bit (approximately 86%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 9600 GT 1GB is a better choice, 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: Bandwidth is the maximum amount of data (in units of MB per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the interface width by its memory speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.