Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 comes with a core clock frequency of 576 MHz and a GDDR3 memory speed of 999 MHz. It also uses a 448-bit memory bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 ROPs.
Compare all of that to the Radeon HD 6450 (OEM), which features GPU clock speed of 625 MHz, and 512 MB of GDDR3 memory running at 800 MHz through a 64-bit bus. It also features 160 Stream Processors, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should perform a lot faster than the Radeon HD 6450 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 will be much (more or less 637%) more effective at texture filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateThe GeForce GTX 260 should be quite a bit (more or less 545%) more effective at AA than the Radeon HD 6450 (OEM), and should be able to handle higher resolutions without losing too much performance. (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 largest amount of data (counted in MB per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's 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 output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.