Compare any two graphics cards:
GeForce GT 430 vs Radeon HD 6450 (OEM) 1GB
IntroThe GeForce GT 430 uses a 40 nm design. nVidia has set the core frequency at 700 MHz. The GDDR3 memory works at a speed of 900 MHz on this specific card. It features 96 SPUs as well as 16 Texture Address Units and 4 Rasterization Operator Units.
Compare all of that to the Radeon HD 6450 (OEM) 1GB, which comes with a core clock speed of 750 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 64-bit bus, and makes use of a 40 nm design. It is made up of 160 SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so in theory they should have the same performance. (explain)
Texel RateThe GeForce GT 430 will be much (approximately 87%) better at anisotropic filtering than the Radeon HD 6450 (OEM) 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6450 (OEM) 1GB is the winner, but only just. (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 megabytes per second) that can be moved across the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant 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 max fill rate.