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 Rasterization Operator Units.
Compare all of that to the Radeon HD 6450 (OEM), which features GPU clock speed of 625 MHz, and 512 MB of GDDR3 RAM set to run at 800 MHz through a 64-bit bus. It also features 160 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should be much faster than the Radeon HD 6450 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (more or less 637%) better at anisotropic filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 260 is the winner, by a large margin. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total texture units of the card 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 card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.