Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 430 (OEM)
IntroThe GeForce 8400 GS 512MB makes use of a 80 nm design. nVidia has set the core frequency at 650 MHz. The DDR2 RAM works at a frequency of 400 MHz on this specific model. It features 16 SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
Compare that to the GeForce GT 430 (OEM), which comes with clock speeds of 700 MHz on the GPU, and 900 MHz on the 2048 MB of GDDR3 memory. It features 96 SPUs as well as 16 TAUs and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 430 (OEM), in theory, should be a lot faster than the GeForce 8400 GS 512MB overall. (explain)
Texel RateThe GeForce GT 430 (OEM) will be much (approximately 115%) faster with regards to anisotropic filtering than the GeForce 8400 GS 512MB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GT 430 (OEM) is the winner, not by a very large margin though. (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 ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core clock 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.