Compare any two graphics cards:
GeForce GTX 260 Core 216 vs Radeon HD 6450 (OEM) 1GB
IntroThe GeForce GTX 260 Core 216 features a GPU core speed of 576 MHz, and the 896 MB of GDDR3 RAM runs at 999 MHz through a 448-bit bus. It also is comprised of 216 SPUs, 72 Texture Address Units, and 28 ROPs.
Compare those specs to the Radeon HD 6450 (OEM) 1GB, which has core clock speeds of 750 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 RAM. It features 160 SPUs as well as 8 TAUs and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 260 Core 216 should perform much faster than the Radeon HD 6450 (OEM) 1GB in general. (explain)
Texel RateThe GeForce GTX 260 Core 216 should be much (about 591%) more effective at texture filtering than the Radeon HD 6450 (OEM) 1GB. (explain)
Pixel RateThe GeForce GTX 260 Core 216 will be quite a bit (approximately 438%) better at full screen anti-aliasing than the Radeon HD 6450 (OEM) 1GB, and should be able to handle higher resolutions while still performing well. (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: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write 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 - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.