Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 has a GPU core speed of 576 MHz, and the 896 MB of GDDR3 memory runs at 999 MHz through a 448-bit bus. It also features 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Compare all that to the Radeon HD 6450 (OEM), which has a GPU core clock speed of 625 MHz, and 512 MB of GDDR3 RAM running at 800 MHz through a 64-bit bus. It also features 160 SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should theoretically perform quite a bit faster than the Radeon HD 6450 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 will be much (about 637%) better at anisotropic filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateThe GeForce GTX 260 is much (approximately 545%) more effective at FSAA than the Radeon HD 6450 (OEM), and also should be able to handle higher resolutions without slowing down too much. (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 information (counted in MB per second) that can be moved over the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units 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 applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.