Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9600 GT 1GB makes use of a 65/55 nm design. nVidia has set the core frequency at 650 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this particular card. It features 64 SPUs as well as 32 TAUs and 16 ROPs.
Compare those specifications to the GeForce GT 430 1GB, which makes use of a 40 nm design. nVidia has set the core frequency at 700 MHz. The GDDR3 memory is set to run at a speed of 900 MHz on this particular model. It features 96 SPUs as well as 16 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9600 GT 1GB, in theory, should perform a lot faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 9600 GT 1GB will be much (approximately 86%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using lots of anti-aliasing 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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units 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 per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. 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 output 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 maximum fill rate.