Compare any two graphics cards:
GeForce GT 430 vs Radeon HD 6450 (OEM) 1GB
IntroThe GeForce GT 430 has a GPU clock speed of 700 MHz, and the 512 MB of GDDR3 memory runs at 900 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Compare all of that to the Radeon HD 6450 (OEM) 1GB, which has clock speeds of 750 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 RAM. It features 160 SPUs along with 8 Texture Address Units and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe GeForce GT 430 is a lot (about 87%) more effective at anisotropic filtering than the Radeon HD 6450 (OEM) 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 6450 (OEM) 1GB is the winner, though only just barely. (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 maximum amount of data (measured in MB per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number 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 this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.