Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 210
IntroThe GeForce 8400 GS 512MB has 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 makes use of a 40 nm design. nVidia has clocked the core speed at 589 MHz. The DDR3 memory is set to run at a speed of 800 MHz on this particular card. It features 16 SPUs along with 8 Texture Address Units 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 100% faster than the GeForce 8400 GS 512MB overall, because of its greater bandwidth. (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 running with lots of anti-aliasing is important to you, then the GeForce 8400 GS 512MB is superior to the GeForce GT 210, though only just barely. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster 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 texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics 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 that the graphics card could possibly record 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 clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.