Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 has a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit memory bus, and makes use of a 65 nm design. It features 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Compare all that to the Radeon HD 6450 (OEM), which features GPU clock speed of 625 MHz, and 512 MB of GDDR3 RAM set to run at 800 MHz through a 64-bit bus. It also is comprised of 160 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)
Theoretically, the GeForce GTX 260 should perform a lot faster than the Radeon HD 6450 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 is quite a bit (approximately 637%) more effective at texture filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 260 is superior to the Radeon HD 6450 (OEM), by a large margin. (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 largest amount of data (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount of texture units by the core clock 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.