Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 has a clock frequency of 783 MHz and a GDDR5 memory speed of 902 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is made up of 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare all of that to the GeForce GTX 260, which uses a 65 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 memory is set to run at a frequency of 999 MHz on this specific card. It features 192 SPUs along with 64 Texture Address Units and 28 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should theoretically perform a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 is a lot (more or less 47%) faster with regards to anisotropic 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 a better choice, 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: Bandwidth is the maximum amount of information (in units of MB per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines 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 fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.