Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce GT 210
IntroThe GeForce 8400 GS 512MB uses a 80 nm design. nVidia has clocked the core frequency at 650 MHz. The DDR2 memory runs at a frequency of 400 MHz on this card. It features 16 SPUs as well as 8 TAUs and 4 ROPs.
Compare all of that to the GeForce GT 210, which features a GPU core clock speed of 589 MHz, and 512 MB of DDR3 memory set to run at 800 MHz through a 64-bit bus. It also features 16 Stream Processors, 8 Texture Address Units, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 210, in theory, should be quite a bit faster than the GeForce 8400 GS 512MB overall. (explain)
Texel RateThe GeForce 8400 GS 512MB will be a little bit (approximately 10%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 8400 GS 512MB should be just a bit (more or less 10%) faster with regards to anti-aliasing than the GeForce GT 210, and also capable of handling 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: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 ability to get to the max fill rate.