Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 430 (OEM)
IntroThe GeForce 8400 GS 512MB uses a 80 nm design. nVidia has clocked the core speed at 650 MHz. The DDR2 RAM runs at a speed of 400 MHz on this specific model. It features 16 SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Compare those specs to the GeForce GT 430 (OEM), which has core speeds of 700 MHz on the GPU, and 900 MHz on the 2048 MB of GDDR3 RAM. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 430 (OEM) should be 350% quicker than the GeForce 8400 GS 512MB in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GT 430 (OEM) will be much (more or less 115%) faster with regards to texture filtering 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 superior to the GeForce 8400 GS 512MB, 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 max amount of data (counted in MB per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could 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 Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.