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GeForce 8400 GS 512MB vs Radeon HD 5450

Intro

The GeForce 8400 GS 512MB features a GPU core clock speed of 650 MHz, and the 512 MB of DDR2 RAM runs at 400 MHz through a 64-bit bus. It also is made up of 16 SPUs, 8 Texture Address Units, and 4 ROPs.

Compare that to the Radeon HD 5450, which uses a 40 nm design. AMD has clocked the core frequency at 650 MHz. The DDR3 memory works at a speed of 800 MHz on this specific card. It features 80(16x5) SPUs along with 8 Texture Address Units and 4 Rasterization Operator Units.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5450 19 Watts
GeForce 8400 GS 512MB 40 Watts
Difference: 21 Watts (111%)

Memory Bandwidth

As far as performance goes, the Radeon HD 5450 should in theory be much better than the GeForce 8400 GS 512MB overall. (explain)

Radeon HD 5450 12800 MB/sec
GeForce 8400 GS 512MB 6400 MB/sec
Difference: 6400 (100%)

Texel Rate

Both cards have the exact same texel fill rate, so theoretically they should perform equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have the exact same pixel rate, so theoretically they should perform equally good at at anti-aliasing, and be capable of handling the same screen resolutions. (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.

Price Comparison

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GeForce 8400 GS 512MB

Amazon.com

Radeon HD 5450

Amazon.com

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.

Specifications

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Model GeForce 8400 GS 512MB Radeon HD 5450
Manufacturer nVidia AMD
Year June 2007 February 4, 2010
Code Name G86 Cedar PRO
Fab Process 80 nm 40 nm
Bus PCIe x16, PCI PCIe 2.1 x16
Memory 512 MB 512 MB
Core Speed 650 MHz 650 MHz
Shader Speed 1100 MHz (N/A) MHz
Memory Speed 400 MHz (800 MHz effective) 800 MHz (1600 MHz effective)
Unified Shaders 16 80(16x5)
Texture Mapping Units 8 8
Render Output Units 4 4
Bus Type DDR2 DDR3
Bus Width 64-bit 64-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 3.2
Power (Max TDP) 40 watts 19 watts
Shader Model 4.0 5.0
Bandwidth 6400 MB/sec 12800 MB/sec
Texel Rate 5200 Mtexels/sec 5200 Mtexels/sec
Pixel Rate 2600 Mpixels/sec 2600 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses 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 texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units by the core 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 applied in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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