Compare any two graphics cards:
GeForce 9800 GT 512MB vs Radeon HD 6450 (OEM) 1GB
IntroThe GeForce 9800 GT 512MB uses a 65/55 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 RAM works at a frequency of 900 MHz on this specific model. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 6450 (OEM) 1GB, which comes with GPU clock speed of 750 MHz, and 1024 MB of GDDR5 RAM running at 900 MHz through a 64-bit bus. It also features 160 Stream Processors, 8 Texture Address Units, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 9800 GT 512MB should in theory be much superior to the Radeon HD 6450 (OEM) 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 512MB will be a lot (about 460%) more effective at AF than the Radeon HD 6450 (OEM) 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 9800 GT 512MB is a better choice, and very much so. (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 maximum amount of information (counted in megabytes per second) that can be transported across the external memory interface within a second. The number is worked out by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics 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 card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.