Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 features a GPU core clock speed of 576 MHz, and the 896 MB of GDDR3 RAM is set to run at 999 MHz through a 448-bit bus. It also features 192 Stream Processors, 64 Texture Address Units, and 28 Raster Operation Units.
Compare those specs to the Radeon HD 6450 (OEM), which has core speeds of 625 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 RAM. It features 160 SPUs along with 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 GTX 260, in theory, 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 will be a lot (more or less 545%) better at anti-aliasing than the Radeon HD 6450 (OEM), and also will be able to handle higher screen resolutions more effectively. (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 (counted in MB per second) that can be transferred past the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 in one second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.