Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 430 (OEM)
IntroThe GeForce 8400 GS 512MB has core clock speeds of 650 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 RAM. It features 16 SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Compare those specifications to the GeForce GT 430 (OEM), which features clock speeds of 700 MHz on the GPU, and 900 MHz on the 2048 MB of GDDR3 memory. It features 96 SPUs along with 16 Texture Address Units and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 430 (OEM) should in theory be quite a bit better than the GeForce 8400 GS 512MB in general. (explain)
Texel RateThe GeForce GT 430 (OEM) will be much (approximately 115%) better at AF than the GeForce 8400 GS 512MB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 430 (OEM) is the winner, but only just. (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 information (measured in MB per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes 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 - the lower the bandwidth is, the lower the potential to get to the max fill rate.