Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 features a GPU clock speed of 783 MHz, and the 512 MB of GDDR5 memory is set to run at 902 MHz through a 128-bit bus. It also is made up of 192 Stream Processors, 32 TAUs, and 16 ROPs.
Compare that to the GeForce GTX 260, which has a core clock frequency of 576 MHz and a GDDR3 memory speed of 999 MHz. It also features a 448-bit memory bus, and makes use of a 65 nm design. It is comprised of 192 SPUs, 64 Texture Address Units, and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 260 should theoretically be quite a bit superior to the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (about 47%) faster with regards to texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 will be quite a bit (approximately 29%) better at FSAA than the GeForce GTS 450, and will be capable of handling higher screen resolutions while still performing well. (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: Memory bandwidth is the largest amount of data (measured in MB per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the 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 number of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.