Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 has a GPU core clock speed of 576 MHz, and the 896 MB of GDDR3 RAM is set to run at 999 MHz through a 448-bit bus. It also is comprised of 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Compare that to the Radeon HD 6450 (OEM), which has a clock frequency of 625 MHz and a GDDR3 memory frequency of 800 MHz. It also uses a 64-bit bus, and uses a 40 nm design. It features 160 SPUs, 8 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 should be 774% quicker than the Radeon HD 6450 (OEM) overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 260 will be a lot (approximately 637%) better at texture filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateThe GeForce GTX 260 should be quite a bit (approximately 545%) more effective at full screen anti-aliasing than the Radeon HD 6450 (OEM), and also will be capable of handling higher resolutions more effectively. (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: Memory bandwidth is the max amount of information (counted in MB per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units of the card by the core 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 one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.