Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 210
IntroThe GeForce 8400 GS 512MB features a core clock frequency of 650 MHz and a DDR2 memory speed of 400 MHz. It also features a 64-bit memory bus, and makes use of a 80 nm design. It is comprised of 16 SPUs, 8 Texture Address Units, and 4 ROPs.
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 SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 210 should perform much faster than the GeForce 8400 GS 512MB in general. (explain)
Texel RateThe GeForce 8400 GS 512MB will be a bit (approximately 10%) faster with regards to texture filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8400 GS 512MB is just a bit (about 10%) more effective at AA than the GeForce GT 210, and 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 (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR 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 is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number 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 fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.