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 frequency at 576 MHz. The GDDR3 memory runs at a frequency of 999 MHz on this particular model. It features 192 SPUs as well as 64 TAUs and 28 Rasterization Operator Units.
Compare those specs to the Radeon HD 6450 (OEM), which features core clock speeds of 625 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 memory. It features 160 SPUs as well as 8 Texture Address Units and 4 Rasterization Operator 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) overall. (explain)
Texel RateThe GeForce GTX 260 is quite a bit (more or less 637%) more effective at texture filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 260 is a better choice, 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: Bandwidth is the largest amount of data (measured in MB per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the bus width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This 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 card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends 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 maximum fill rate.