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

Intro

The GeForce GTX 260 Core 216 uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 memory runs at a frequency of 999 MHz on this specific model. It features 216 SPUs along with 72 Texture Address Units and 28 ROPs.

Compare those specs to the Radeon HD 6450 (OEM) 1GB, which comes with a clock frequency of 750 MHz and a GDDR5 memory speed of 900 MHz. It also makes use of a 64-bit memory bus, and uses a 40 nm design. It is comprised of 160 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.

Display Graphs

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(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, in theory, should perform a lot 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 will be a lot (about 591%) better at texture 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

If running with a high resolution is important to you, then the GeForce GTX 260 Core 216 is superior to the Radeon HD 6450 (OEM) 1GB, by far. (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

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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

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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 1998 MHz 3600 MHz
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 moved past the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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