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

Intro

The GeForce GTX 260 Core 216 features a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit memory bus, and uses a 65 nm design. It is comprised of 216 SPUs, 72 TAUs, and 28 Raster Operation Units.

Compare those specs to the Radeon HD 6450 (OEM) 1GB, which uses a 40 nm design. ATi has clocked the core frequency at 750 MHz. The GDDR5 memory runs at a frequency of 900 MHz on this specific card. 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)

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

Memory Bandwidth

Theoretically speaking, the GeForce GTX 260 Core 216 will be 289% faster than the Radeon HD 6450 (OEM) 1GB in general, due to its higher bandwidth. (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 much (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 (about 438%) faster with regards to full screen anti-aliasing than the Radeon HD 6450 (OEM) 1GB, and also will be capable of handling higher screen resolutions while still performing well. (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

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce GTX 260 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6450 (OEM) 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 Core 216 Radeon HD 6450 (OEM) 1GB
Manufacturer nVidia ATi
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 largest amount of data (counted in megabytes per second) that can be transported across the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster 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 amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, 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 most pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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