Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 makes use of a 40 nm design. nVidia has clocked the core speed at 783 MHz. The GDDR5 memory works at a speed of 902 MHz on this specific model. It features 192 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare those specifications to the GeForce GTX 260, which comes with a clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also uses a 448-bit bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 should be a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 should be much (more or less 47%) more effective at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 260 is the winner, 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.
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 information (counted in megabytes per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better 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 texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's 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 is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.