Compare any two graphics cards:
GeForce GT 430 vs Radeon HD 6450 (OEM) 1GB
IntroThe GeForce GT 430 has a core clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 128-bit bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.
Compare all of that to the Radeon HD 6450 (OEM) 1GB, which features clock speeds of 750 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 RAM. It features 160 SPUs as well as 8 TAUs and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so in theory they should perform the same. (explain)
Texel RateThe GeForce GT 430 is much (about 87%) more effective at AF than the Radeon HD 6450 (OEM) 1GB. (explain)
Pixel RateThe Radeon HD 6450 (OEM) 1GB should be a little bit (approximately 7%) more effective at full screen anti-aliasing than the GeForce GT 430, and 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 largest amount of information (measured in MB per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. If it uses DDR memory, 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the card will be at handling 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 chip can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the card's 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 rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.