Compare any two graphics cards:
GeForce GTS 450 1GB vs GeForce GTX 660
IntroThe GeForce GTS 450 1GB uses a 40 nm design. nVidia has set the core frequency at 783 MHz. The GDDR5 RAM runs at a speed of 902 MHz on this model. It features 192 SPUs as well as 32 TAUs and 16 ROPs.
Compare all that to the GeForce GTX 660, which has GPU core speed of 980 MHz, and 2048 MB of GDDR5 RAM set to run at 1502 MHz through a 192-bit bus. It also features 960 SPUs, 80 Texture Address Units, 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, in theory, should perform quite a bit faster than the GeForce GTS 450 1GB in general. (explain)
Texel RateThe GeForce GTX 660 should be much (about 213%) better at texture filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateThe GeForce GTX 660 is a lot (about 88%) faster with regards to AA than the GeForce GTS 450 1GB, and also capable of handling higher resolutions without losing too much performance. (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 maximum amount of data (counted in MB per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 applied per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). 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 reach the max fill rate.