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

Intro

The GeForce GTX 260 Core 216 has a GPU clock speed of 576 MHz, and the 896 MB of GDDR3 memory runs at 999 MHz through a 448-bit bus. It also is made up of 216 Stream Processors, 72 TAUs, and 28 Raster Operation Units.

Compare those specs to the Radeon HD 6450 (OEM) 1GB, which uses a 40 nm design. AMD has set the core speed at 750 MHz. The GDDR5 memory is set to run at a frequency of 900 MHz on this specific model. It features 160 SPUs along with 8 TAUs and 4 Rasterization Operator Units.

(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 perform quite a bit faster than the Radeon HD 6450 (OEM) 1GB in general. (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 quite a bit (about 591%) better 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

If running with lots of anti-aliasing is important to you, then the GeForce GTX 260 Core 216 is the winner, and very much so. (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: Memory 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 calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock 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 is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.

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