Compare any two graphics cards:
GeForce 825M vs GeForce 9400 GT 256MB
IntroThe GeForce 825M makes use of a 28 nm design. nVidia has clocked the core frequency at 850 MHz. The DDR3 memory runs at a frequency of 900 MHz on this card. It features 384 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare all of that to the GeForce 9400 GT 256MB, which comes with a core clock speed of 550 MHz and a GDDR2 memory frequency of 400 MHz. It also features a 128-bit memory bus, and uses a 65 nm design. It is comprised of 16 SPUs, 8 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 825M should in theory be just a bit superior to the GeForce 9400 GT 256MB in general. (explain)
Texel RateThe GeForce 825M is quite a bit (about 209%) better at texture filtering than the GeForce 9400 GT 256MB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce 825M is a better choice, 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: Memory bandwidth is the max amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, 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 anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling 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 the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 potential to get to the max fill rate.