Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 210
IntroThe GeForce 8400 GS 512MB comes with core speeds of 650 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 memory. It features 16 SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Compare that to the GeForce GT 210, which uses a 40 nm design. nVidia has clocked the core frequency at 589 MHz. The DDR3 memory is set to run at a frequency of 800 MHz on this model. It features 16 SPUs as well as 8 Texture Address Units and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 210 should theoretically be quite a bit better than the GeForce 8400 GS 512MB in general. (explain)
Texel RateThe GeForce 8400 GS 512MB will be a little bit (approximately 10%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8400 GS 512MB is a better choice, but not by far. (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: Bandwidth is the max amount of data (in units of megabytes per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the card's 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 output rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.