Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 8800 GT 1GB uses a 65 nm design. nVidia has set the core speed at 600 MHz. The GDDR3 memory works at a frequency of 900 MHz on this card. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare all of that to the GeForce GT 430 1GB, which comes with a core clock speed of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 128-bit bus, and uses a 40 nm design. It features 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GT 1GB should theoretically perform a lot faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 1GB is much (approximately 200%) better at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce 8800 GT 1GB is superior to the GeForce GT 430 1GB, and very much so. (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 largest amount of data (counted in megabytes per second) that can be moved over the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount 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 rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.