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 set the core frequency at 600 MHz. The GDDR3 memory is set to run at a speed of 900 MHz on this particular card. It features 112 SPUs along with 56 TAUs and 16 Rasterization Operator Units.
Compare all of that to the GeForce GT 430 1GB, which uses a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this model. It features 96 SPUs as well as 16 TAUs and 4 Rasterization Operator 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 be 100% quicker than the GeForce GT 430 1GB in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB will be much (about 200%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 8800 GT 1GB should be a lot (approximately 243%) better at anti-aliasing than the GeForce GT 430 1GB, and also capable of handling higher screen 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.
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 information (measured in MB per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster 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 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 this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.