Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB has a GPU core clock 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 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Compare all of that to the GeForce GT 430 1GB, which features a core clock speed of 700 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It features 96 SPUs, 16 Texture Address Units, and 4 Raster Operation 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 overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB should be much (approximately 200%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce 8800 GT 1GB is a better choice, by a large margin. (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 largest amount of data (measured in megabytes per second) that can be moved across the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.