Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB features a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare those specs to the GeForce GT 430 1GB, which has GPU core 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 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GT 1GB should theoretically be much faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 1GB will be much (approximately 200%) faster with regards to anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8800 GT 1GB is superior to the GeForce GT 430 1GB, 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 maximum amount of data (counted in megabytes per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 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 high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This number is calculated 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 applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also 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 - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.