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A Question

Compare any two graphics cards:
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GeForce 9600 GT 1GB vs GeForce GT 430 1GB

Intro

The 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 made up of 64 Stream Processors, 32 TAUs, and 16 ROPs.

Compare those specifications to the GeForce GT 430 1GB, which features a core clock speed of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 430 1GB 60 Watts
GeForce 9600 GT 1GB 95 Watts
Difference: 35 Watts (58%)

Memory Bandwidth

As far as performance goes, the GeForce 9600 GT 1GB should theoretically be quite a bit superior to the GeForce GT 430 1GB overall. (explain)

GeForce 9600 GT 1GB 57600 MB/sec
GeForce GT 430 1GB 28800 MB/sec
Difference: 28800 (100%)

Texel Rate

The GeForce 9600 GT 1GB should be a lot (approximately 86%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)

GeForce 9600 GT 1GB 20800 Mtexels/sec
GeForce GT 430 1GB 11200 Mtexels/sec
Difference: 9600 (86%)

Pixel Rate

The GeForce 9600 GT 1GB will be much (approximately 271%) faster with regards to FSAA than the GeForce GT 430 1GB, and also will be able to handle higher screen resolutions without losing too much performance. (explain)

GeForce 9600 GT 1GB 10400 Mpixels/sec
GeForce GT 430 1GB 2800 Mpixels/sec
Difference: 7600 (271%)

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.

Price Comparison

Display Prices

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GeForce 9600 GT 1GB

Amazon.com

GeForce GT 430 1GB

Amazon.com

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.

Specifications

Display Specifications

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Model GeForce 9600 GT 1GB GeForce GT 430 1GB
Manufacturer nVidia nVidia
Year Feb 2008 October 2010
Code Name G94a/b GF108
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 1024 MB 1024 MB
Core Speed 650 MHz 700 MHz
Shader Speed 1625 MHz 1400 MHz
Memory Speed 1800 MHz 1800 MHz
Unified Shaders 64 96
Texture Mapping Units 32 16
Render Output Units 16 4
Bus Type GDDR3 GDDR3
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 95 watts 60 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 28800 MB/sec
Texel Rate 20800 Mtexels/sec 11200 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 2800 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of information (measured in MB per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the 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 card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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