Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9600 GT 1GB uses a 65/55 nm design. nVidia has set the core frequency at 650 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this card. It features 64 SPUs along with 32 TAUs and 16 ROPs.
Compare all of that to the GeForce GT 430 1GB, which has core speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 9600 GT 1GB should theoretically be much superior to the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 9600 GT 1GB is a lot (about 86%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 9600 GT 1GB is a better choice, and very much so. (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 largest amount of information (in units of MB per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.