Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB makes use of a 65 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 memory runs at a speed of 900 MHz on this specific card. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare all that to the GeForce GT 430 1GB, which makes use of a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR3 memory runs at a speed of 900 MHz on this specific model. It features 96 SPUs as well as 16 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GT 1GB will be 100% quicker than the GeForce GT 430 1GB in general, because of its greater data rate. (explain)
Texel RateThe GeForce 8800 GT 1GB will be a lot (approximately 200%) better at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 8800 GT 1GB should be quite a bit (more or less 243%) better at full screen anti-aliasing than the GeForce GT 430 1GB, and able to handle higher resolutions while still performing well. (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 max amount of data (measured in MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video 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 number of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units 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 output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.