Compare any two graphics cards:
GeForce 8800 GTX vs GeForce GT 450 (OEM)
IntroThe GeForce 8800 GTX uses a 90 nm design. nVidia has clocked the core speed at 575 MHz. The GDDR3 memory works at a frequency of 900 MHz on this specific model. It features 128 SPUs along with 64 TAUs and 24 Rasterization Operator Units.Compare those specs to the GeForce GT 450 (OEM), which features clock speeds of 790 MHz on the GPU, and 1000 MHz on the 1536 MB of GDDR5 memory. It features 144 SPUs along with 24 TAUs and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce GT 450 (OEM) is 11% quicker than the GeForce 8800 GTX in general, due to its greater data rate. (explain)
Texel RateThe GeForce 8800 GTX will be a lot (about 94%) more effective at AF than the GeForce GT 450 (OEM). (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GT 450 (OEM) is a better choice, by a large margin. (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: Memory bandwidth is the maximum amount of data (in units of MB per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second. Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
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