Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB has a GPU clock speed of 600 MHz, and the 1024 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also is made up of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare all of that to the GeForce GT 430 1GB, which has a clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GT 1GB should be 100% faster than the GeForce GT 430 1GB overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB should be quite a bit (about 200%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 8800 GT 1GB should be a lot (about 243%) more effective at full screen anti-aliasing than the GeForce GT 430 1GB, and capable of handling higher resolutions more effectively. (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 information (counted in megabytes per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is worked out 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 a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.