Compare any two graphics cards:
GeForce 9800 GT 512MB vs Radeon HD 6450 (OEM) 1GB
IntroThe GeForce 9800 GT 512MB has a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and uses a 65/55 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare those specs to the Radeon HD 6450 (OEM) 1GB, which features a clock speed of 750 MHz and a GDDR5 memory frequency of 900 MHz. It also uses a 64-bit bus, and uses a 40 nm design. It is made up of 160 SPUs, 8 Texture Address Units, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GT 512MB should theoretically be much faster than the Radeon HD 6450 (OEM) 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 512MB will be a lot (approximately 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 the winner, by far. (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.
Price ComparisonPlease 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.
Memory Bandwidth: Memory bandwidth is the max amount of data (measured in MB per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory 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 higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the 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 - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.