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GeForce 9800 GT 512MB vs Radeon HD 6450 (OEM) 1GB

Intro

The GeForce 9800 GT 512MB uses a 65/55 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 memory runs at a frequency of 900 MHz on this specific card. It features 112 SPUs along with 56 TAUs and 16 ROPs.

Compare that to the Radeon HD 6450 (OEM) 1GB, which comes with GPU clock speed of 750 MHz, and 1024 MB of GDDR5 memory set to run at 900 MHz through a 64-bit bus. It also is comprised of 160 SPUs, 8 TAUs, and 4 Raster Operation 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 9800 GT 512MB 105 Watts
Difference: 74 Watts (239%)

Memory Bandwidth

The GeForce 9800 GT 512MB, in theory, should perform quite a bit faster than the Radeon HD 6450 (OEM) 1GB in general. (explain)

GeForce 9800 GT 512MB 57600 MB/sec
Radeon HD 6450 (OEM) 1GB 28800 MB/sec
Difference: 28800 (100%)

Texel Rate

The GeForce 9800 GT 512MB should be a lot (approximately 460%) better at texture filtering than the Radeon HD 6450 (OEM) 1GB. (explain)

GeForce 9800 GT 512MB 33600 Mtexels/sec
Radeon HD 6450 (OEM) 1GB 6000 Mtexels/sec
Difference: 27600 (460%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the GeForce 9800 GT 512MB is superior to the Radeon HD 6450 (OEM) 1GB, and very much so. (explain)

GeForce 9800 GT 512MB 9600 Mpixels/sec
Radeon HD 6450 (OEM) 1GB 3000 Mpixels/sec
Difference: 6600 (220%)

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 9800 GT 512MB

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 9800 GT 512MB Radeon HD 6450 (OEM) 1GB
Manufacturer nVidia AMD
Year July 2008 February 2011
Code Name G92a/b Caicos
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 512 MB 1024 MB
Core Speed 600 MHz 750 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 900 MHz (3600 MHz effective)
Unified Shaders 112 160
Texture Mapping Units 56 8
Render Output Units 16 4
Bus Type GDDR3 GDDR5
Bus Width 256-bit 64-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 105 watts 31 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 28800 MB/sec
Texel Rate 33600 Mtexels/sec 6000 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 3000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (counted in MB per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total number of texture units of the card by the core 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 in a second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core 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 fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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