Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB uses a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 RAM works at a speed of 900 MHz on this particular card. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare all that to the GeForce GT 430 1GB, which comes with a clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GT 1GB will be 100% quicker than the GeForce GT 430 1GB in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB should be much (more or less 200%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 8800 GT 1GB will be a lot (approximately 243%) better at full screen anti-aliasing than the GeForce GT 430 1GB, and able to handle higher screen resolutions without losing too much performance. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the max amount of data (counted in megabytes per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure 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 filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.