Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 makes use of a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 RAM runs at a speed of 999 MHz on this particular model. It features 192 SPUs along with 64 Texture Address Units and 28 Rasterization Operator Units.
Compare all that to the Radeon HD 6450 (OEM), which comes with a GPU core clock speed of 625 MHz, and 512 MB of GDDR3 RAM set to run at 800 MHz through a 64-bit bus. It also is comprised of 160 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 will be 774% quicker than the Radeon HD 6450 (OEM) in general, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 260 will be quite a bit (about 637%) faster with regards to AF than the Radeon HD 6450 (OEM). (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 260 is a better choice, and very much so. (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 max amount of data (in units of megabytes per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out 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 filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.