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 Texture Address Units and 4 ROPs.
Compare those specs to the GeForce GT 210, which comes with GPU core speed of 589 MHz, and 512 MB of DDR3 RAM running at 800 MHz through a 64-bit bus. It also features 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 210, in theory, should perform a lot faster than the GeForce 8400 GS 512MB overall. (explain)
Texel RateThe GeForce 8400 GS 512MB should be a small bit (more or less 10%) faster with regards to texture filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8400 GS 512MB should be just a bit (more or less 10%) better at anti-aliasing than the GeForce GT 210, and will be able to handle higher screen 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: Bandwidth is the largest amount of information (in units of MB per second) that can be transferred past the external memory interface in a second. It is calculated 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 higher the card's memory bandwidth, the better 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 processed per second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel 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 get to the max fill rate.