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GeForce GTX 260 Core 216 vs Radeon HD 6450 (OEM) 1GB

Intro

The GeForce GTX 260 Core 216 comes with a core clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also uses a 448-bit bus, and makes use of a 65 nm design. It is comprised of 216 SPUs, 72 Texture Address Units, and 28 ROPs.

Compare all of that to the Radeon HD 6450 (OEM) 1GB, which comes with clock speeds of 750 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 memory. It features 160 SPUs as well as 8 Texture Address Units and 4 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6450 (OEM) 1GB 31 Watts
GeForce GTX 260 Core 216 202 Watts
Difference: 171 Watts (552%)

Memory Bandwidth

The GeForce GTX 260 Core 216 should in theory be quite a bit faster than the Radeon HD 6450 (OEM) 1GB overall. (explain)

GeForce GTX 260 Core 216 111888 MB/sec
Radeon HD 6450 (OEM) 1GB 28800 MB/sec
Difference: 83088 (289%)

Texel Rate

The GeForce GTX 260 Core 216 should be quite a bit (more or less 591%) more effective at anisotropic filtering than the Radeon HD 6450 (OEM) 1GB. (explain)

GeForce GTX 260 Core 216 41472 Mtexels/sec
Radeon HD 6450 (OEM) 1GB 6000 Mtexels/sec
Difference: 35472 (591%)

Pixel Rate

The GeForce GTX 260 Core 216 should be quite a bit (approximately 438%) faster with regards to full screen anti-aliasing than the Radeon HD 6450 (OEM) 1GB, and capable of handling higher screen resolutions without slowing down too much. (explain)

GeForce GTX 260 Core 216 16128 Mpixels/sec
Radeon HD 6450 (OEM) 1GB 3000 Mpixels/sec
Difference: 13128 (438%)

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.

Price Comparison

GeForce GTX 260 Core 216

Amazon.com

Radeon HD 6450 (OEM) 1GB

Amazon.com

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.

Specifications

Model GeForce GTX 260 Core 216 Radeon HD 6450 (OEM) 1GB
Manufacturer nVidia AMD
Year September 16, 2008 February 2011
Code Name G200 Caicos
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 896 MB 1024 MB
Core Speed 576 MHz 750 MHz
Shader Speed 1242 MHz (N/A) MHz
Memory Speed 999 MHz (1998 MHz effective) 900 MHz (3600 MHz effective)
Unified Shaders 216 160
Texture Mapping Units 72 8
Render Output Units 28 4
Bus Type GDDR3 GDDR5
Bus Width 448-bit 64-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 4.1
Power (Max TDP) 202 watts 31 watts
Shader Model 4.0 5.0
Bandwidth 111888 MB/sec 28800 MB/sec
Texel Rate 41472 Mtexels/sec 6000 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 3000 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (in units of MB per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at 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 chip can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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