Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 has a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit bus, and uses a 65 nm design. It features 192 SPUs, 64 TAUs, and 28 Raster Operation Units.
Compare that to the Radeon HD 6450 (OEM), which features GPU core speed of 625 MHz, and 512 MB of GDDR3 RAM running at 800 MHz through a 64-bit bus. It also is comprised of 160 Stream Processors, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 is 774% faster than the Radeon HD 6450 (OEM) overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 260 should be much (approximately 637%) better at texture filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateThe GeForce GTX 260 should be quite a bit (about 545%) faster with regards to AA than the Radeon HD 6450 (OEM), and also able to handle higher resolutions better. (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 maximum amount of data (in units of MB per second) that can be transferred across the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen 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 texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.