Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6450 (OEM)
IntroThe GeForce GTX 260 has a GPU 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 features 192 Stream Processors, 64 TAUs, and 28 Raster Operation Units.
Compare all that to the Radeon HD 6450 (OEM), which features GPU clock speed of 625 MHz, and 512 MB of GDDR3 memory set to run at 800 MHz through a 64-bit bus. It also features 160 Stream Processors, 8 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 should be much faster than the Radeon HD 6450 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 will be a lot (about 637%) better at anisotropic filtering than the Radeon HD 6450 (OEM). (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 260 is a better choice, by a large margin. (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 (measured in MB per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is calculated 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 card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the clock 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 is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.