Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 210
IntroThe GeForce 8400 GS 512MB features a clock frequency of 650 MHz and a DDR2 memory frequency of 400 MHz. It also features a 64-bit bus, and makes use of a 80 nm design. It features 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare all that to the GeForce GT 210, which has a core clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 64-bit memory bus, and uses a 40 nm design. It is comprised of 16 SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 210 should be a lot faster than the GeForce 8400 GS 512MB overall. (explain)
Texel RateThe GeForce 8400 GS 512MB is a little 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 (in units of megabytes per second) that can be transferred across the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units of the card 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 a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called 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 - the lower the bandwidth is, the lower the ability to reach the max fill rate.