Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 features a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also uses a 448-bit bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.
Compare those specs to the Radeon HD 6450 (OEM), which has a core clock speed of 625 MHz and a GDDR3 memory speed of 800 MHz. It also features a 64-bit memory bus, and makes use of a 40 nm design. It features 160 SPUs, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 260 should be a lot faster than the Radeon HD 6450 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (approximately 637%) faster with regards to AF than the Radeon HD 6450 (OEM). (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 260 is the winner, by far. (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 maximum amount of data (measured in MB per second) that can be moved past the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video 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 write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.