Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 430 (OEM)
IntroThe GeForce 8400 GS 512MB features a clock frequency of 650 MHz and a DDR2 memory speed of 400 MHz. It also makes use of a 64-bit bus, and makes use of a 80 nm design. It is made up of 16 SPUs, 8 TAUs, and 4 ROPs.
Compare those specifications to the GeForce GT 430 (OEM), which comes with a core clock frequency of 700 MHz and a GDDR3 memory speed of 900 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 430 (OEM) is 350% faster than the GeForce 8400 GS 512MB overall, due to its greater data rate. (explain)
Texel RateThe GeForce GT 430 (OEM) should be a lot (about 115%) better at AF than the GeForce 8400 GS 512MB. (explain)
Pixel RateThe GeForce GT 430 (OEM) is just a bit (about 8%) better at anti-aliasing than the GeForce 8400 GS 512MB, and will be capable of handling higher screen resolutions without losing too much performance. (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 largest amount of data (measured in MB per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.