Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB features clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare that to the GeForce GT 430 1GB, which comes with a clock speed of 700 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 128-bit memory bus, and uses a 40 nm design. It features 96 SPUs, 16 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 GT 1GB will be 100% faster than the GeForce GT 430 1GB overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB should be quite a bit (more or less 200%) faster with regards to AF than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 8800 GT 1GB should be a lot (more or less 243%) better at anti-aliasing than the GeForce GT 430 1GB, and able to handle higher resolutions better. (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 maximum amount of information (in units of megabytes per second) that can be transported past the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip 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 core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.