Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 430 (OEM)
IntroThe GeForce 8400 GS 512MB comes with clock speeds of 650 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 RAM. It features 16 SPUs as well as 8 TAUs and 4 ROPs.
Compare those specifications to the GeForce GT 430 (OEM), which features a core clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit memory bus, and uses a 40 nm design. It is made up of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 430 (OEM) will be 350% faster than the GeForce 8400 GS 512MB in general, because of its higher data rate. (explain)
Texel RateThe GeForce GT 430 (OEM) will be a lot (about 115%) more effective at texture filtering than the GeForce 8400 GS 512MB. (explain)
Pixel RateThe GeForce GT 430 (OEM) should be a small bit (about 8%) more effective at FSAA than the GeForce 8400 GS 512MB, and should be able to handle higher resolutions better. (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 data (counted in megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.