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 RAM is set to run at a frequency of 900 MHz on this particular model. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GT 430 1GB, which comes with 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 comprised 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)
In theory, the GeForce 8800 GT 1GB will be 100% quicker than the GeForce GT 430 1GB overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB is much (approximately 200%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 8800 GT 1GB will be a lot (about 243%) more effective at full screen anti-aliasing than the GeForce GT 430 1GB, and should be able to handle higher screen 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 maximum amount of data (measured in megabytes per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.