Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB has a GPU core speed of 600 MHz, and the 1024 MB of GDDR3 RAM is set to run at 900 MHz through a 256-bit bus. It also features 112 Stream Processors, 56 Texture Address Units, and 16 Raster Operation Units.
Compare 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 uses 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 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GT 1GB should perform much faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 1GB will be quite a bit (more or less 200%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 8800 GT 1GB is a better choice, by far. (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 largest amount of data (counted in MB per second) that can be moved past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total amount of texture units 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few 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.