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GeForce GT 450 (OEM) vs GeForce GTX 295

Intro

The GeForce GT 450 (OEM) features a GPU core speed of 790 MHz, and the 1536 MB of GDDR5 RAM runs at 1000 MHz through a 192-bit bus. It also features 144 Stream Processors, 24 Texture Address Units, and 24 ROPs.

Compare that to the GeForce GTX 295, which uses a 55 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 RAM is set to run at a speed of 999 MHz on this specific card. It features 240 SPUs as well as 80 Texture Address Units and 28 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 450 (OEM) 106 Watts
GeForce GTX 295 289 Watts
Difference: 183 Watts (173%)

Memory Bandwidth

In theory, the GeForce GTX 295 should be 133% faster than the GeForce GT 450 (OEM) in general, due to its greater bandwidth. (explain)

GeForce GTX 295 223776 MB/sec
GeForce GT 450 (OEM) 96000 MB/sec
Difference: 127776 (133%)

Texel Rate

The GeForce GTX 295 will be quite a bit (more or less 386%) more effective at anisotropic filtering than the GeForce GT 450 (OEM). (explain)

GeForce GTX 295 92160 Mtexels/sec
GeForce GT 450 (OEM) 18960 Mtexels/sec
Difference: 73200 (386%)

Pixel Rate

If running with high levels of AA is important to you, then the GeForce GTX 295 is a better choice, and very much so. (explain)

GeForce GTX 295 32256 Mpixels/sec
GeForce GT 450 (OEM) 18960 Mpixels/sec
Difference: 13296 (70%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

Please 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.

GeForce GT 450 (OEM)

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 295

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GT 450 (OEM) GeForce GTX 295
Manufacturer nVidia nVidia
Year October 2010 January 8, 2009
Code Name GF106 G200b
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe x16 2.0
Memory 1536 MB 896 MB (x2)
Core Speed 790 MHz 576 MHz (x2)
Shader Speed 1580 MHz 1242 MHz (x2)
Memory Speed 1000 MHz 999 MHz (x2)
Unified Shaders 144 240 (x2)
Texture Mapping Units 24 80 (x2)
Render Output Units 24 28 (x2)
Bus Type GDDR5 GDDR3
Bus Width 192-bit 448-bit (x2)
DirectX Version DirectX 11 DirectX 10
OpenGL Version OpenGL 4.1 OpenGL 3.1
Power (Max TDP) 106 watts 289 watts
Shader Model 5.0 4.0
Bandwidth 96000 MB/sec 223776 MB/sec
Texel Rate 18960 Mtexels/sec 92160 Mtexels/sec
Pixel Rate 18960 Mpixels/sec 32256 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be moved across the external memory interface in a second. The number is calculated by multiplying the interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once 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, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.

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