Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 210
IntroThe GeForce 8400 GS 512MB features core 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 Rasterization Operator Units.
Compare those specs to the GeForce GT 210, which features a GPU core clock speed of 589 MHz, and 512 MB of DDR3 RAM set to run at 800 MHz through a 64-bit bus. It also is made up of 16 Stream Processors, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 210 should perform much faster than the GeForce 8400 GS 512MB overall. (explain)
Texel RateThe GeForce 8400 GS 512MB will be just a bit (approximately 10%) more effective at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8400 GS 512MB will be a little bit (approximately 10%) faster with regards to anti-aliasing than the GeForce GT 210, 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 max amount of information (measured 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, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster 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 can be applied in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics 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 amount 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 calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.