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 set the core frequency at 783 MHz. The GDDR5 RAM is set to run at a frequency of 902 MHz on this particular card. It features 192 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare that to the GeForce GTX 260, which features a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit bus, and uses a 65 nm design. It features 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 is 94% quicker than the GeForce GTS 450 in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (approximately 47%) faster with regards to texture filtering than the GeForce GTS 450. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 260 is the winner, by far. (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 maximum amount of information (measured in MB per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 number is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.