Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 comes with core speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.
Compare that to the Radeon HD 6450 (OEM), which has a clock speed of 625 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 64-bit memory bus, and uses a 40 nm design. It features 160 SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260, in theory, should perform quite a bit faster than the Radeon HD 6450 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 is a lot (more or less 637%) better at texture filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateThe GeForce GTX 260 should be quite a bit (about 545%) more effective at full screen anti-aliasing than the Radeon HD 6450 (OEM), and also should be capable of handling higher resolutions without slowing down too much. (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 largest amount of information (in units of megabytes per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 processed per second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, 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 could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.