Compare any two graphics cards:
GeForce GT 450 (OEM) vs GeForce GTX 960
IntroThe GeForce GT 450 (OEM) makes use of a 40 nm design. nVidia has clocked the core speed at 790 MHz. The GDDR5 RAM works at a frequency of 1000 MHz on this model. It features 144 SPUs as well as 24 TAUs and 24 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 960, which comes with a core clock frequency of 1127 MHz and a GDDR5 memory frequency of 1750 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It is comprised of 1024 SPUs, 64 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 960 should theoretically be a little bit faster than the GeForce GT 450 (OEM) overall. (explain)
Texel RateThe GeForce GTX 960 should be a lot (more or less 280%) better at texture filtering than the GeForce GT 450 (OEM). (explain)
Pixel RateThe GeForce GTX 960 is quite a bit (about 90%) more effective at AA than the GeForce GT 450 (OEM), and also capable of handling higher screen resolutions better. (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: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 can be processed per second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core 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 rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.