Compare any two graphics cards:
GeForce GTX 260 Core 216 vs Radeon HD 6450 (OEM) 1GB
IntroThe GeForce GTX 260 Core 216 comes with a clock frequency of 576 MHz and a GDDR3 memory speed of 999 MHz. It also makes use of a 448-bit memory bus, and makes use of a 65 nm design. It is made up of 216 SPUs, 72 TAUs, and 28 ROPs.
Compare all that to the Radeon HD 6450 (OEM) 1GB, which comes with core 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)
Performance-wise, the GeForce GTX 260 Core 216 should in theory be much better than the Radeon HD 6450 (OEM) 1GB in general. (explain)
Texel RateThe GeForce GTX 260 Core 216 should be much (about 591%) better at texture filtering than the Radeon HD 6450 (OEM) 1GB. (explain)
Pixel RateThe GeForce GTX 260 Core 216 should be much (about 438%) better at FSAA than the Radeon HD 6450 (OEM) 1GB, and should be able to handle higher resolutions without losing too much performance. (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 maximum amount of information (counted in megabytes per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total amount of 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 maximum amount of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.