Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 660 Ti
IntroThe GeForce GTS 450 has a GPU core speed of 783 MHz, and the 512 MB of GDDR5 memory runs at 902 MHz through a 128-bit bus. It also is made up of 192 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare all of that to the GeForce GTX 660 Ti, which has GPU clock speed of 915 MHz, and 2048 MB of GDDR5 RAM set to run at 1500 MHz through a 192-bit bus. It also is made up of 1344 Stream Processors, 112 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 Ti, in theory, should be a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be much (approximately 309%) more effective at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 660 Ti 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.
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: Bandwidth is the largest amount of data (counted in megabytes per second) that can be transferred over 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 type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better 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 number of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.