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 is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare those specifications to the GeForce GT 430 1GB, which features a GPU core clock speed of 700 MHz, and 1024 MB of GDDR3 memory set to run at 900 MHz through a 128-bit bus. It also 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 a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 1GB should be a lot (approximately 200%) faster with regards to AF than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 8800 GT 1GB should be much (approximately 243%) more effective at full screen anti-aliasing than the GeForce GT 430 1GB, and also should be 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: Bandwidth is the max amount of data (counted in megabytes per second) that can be transferred across the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, 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 is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.