Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 features clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 192 SPUs as well as 64 TAUs and 28 Rasterization Operator Units.
Compare all of that to the Radeon HD 6450 (OEM), which features 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 Stream Processors, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 260 should in theory be much better than the Radeon HD 6450 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 will be much (more or less 637%) more effective at texture 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 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 maximum amount of information (in units of MB per second) that can be transported past the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, 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 number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.