Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 210
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 along with 8 TAUs and 4 ROPs.
Compare that to the GeForce GT 210, which features GPU 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 SPUs, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 210, in theory, should perform much faster than the GeForce 8400 GS 512MB in general. (explain)
Texel RateThe GeForce 8400 GS 512MB is a bit (more or less 10%) faster with regards to anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8400 GS 512MB is superior to the GeForce GT 210, though 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 (counted in megabytes per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.