Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has set the core frequency at 783 MHz. The GDDR5 RAM is set to run at a speed of 902 MHz on this particular model. It features 192 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 260, which comes with a clock speed 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 features 192 SPUs, 64 TAUs, and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should be 94% faster than the GeForce GTS 450 overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 260 should be much (more or less 47%) better at texture filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 260 is superior to the GeForce GTS 450, and very much so. (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.
Memory Bandwidth: Memory bandwidth is the max amount of information (counted in megabytes per second) that can be moved across the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR 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 by the core clock speed of the chip. The higher the texel rate, the better the 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 the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.