Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB has a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit bus, and uses a 65 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the GeForce GT 430 1GB, which makes use of a 40 nm design. nVidia has clocked the core frequency at 700 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this specific model. It features 96 SPUs along with 16 TAUs and 4 ROPs.
(No game benchmarks for this combination yet.)
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, due to its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB should be a lot (about 200%) more effective at AF than the GeForce GT 430 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8800 GT 1GB is a better choice, 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.
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 information (in units of MB per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 can be processed in one second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the 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 maximum amount of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs 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 lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.