Compare any two graphics cards:
GeForce GT 450 (OEM) vs GeForce GTX 260 Core 216
IntroThe GeForce GT 450 (OEM) comes with a clock speed of 790 MHz and a GDDR5 memory speed of 1000 MHz. It also uses a 192-bit bus, and uses a 40 nm design. It is made up of 144 SPUs, 24 Texture Address Units, and 24 Raster Operation Units.Compare all that to the GeForce GTX 260 Core 216, which comes with GPU clock speed of 576 MHz, and 896 MB of GDDR3 memory running at 999 MHz through a 448-bit bus. It also is made up of 216 Stream Processors, 72 TAUs, and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthAs far as performance goes, the GeForce GTX 260 Core 216 should in theory be a bit superior to the GeForce GT 450 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 Core 216 should be quite a bit (more or less 119%) faster with regards to AF than the GeForce GT 450 (OEM). (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GT 450 (OEM) is a better choice, but only just. (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.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (in units of MB per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the 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 clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.
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