Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 comes with a GPU core clock speed of 783 MHz, and the 512 MB of GDDR5 RAM runs at 902 MHz through a 128-bit bus. It also is comprised of 192 Stream Processors, 32 Texture Address Units, and 16 ROPs.
Compare those specifications to the GeForce GTX 260, which features a clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also uses a 448-bit memory bus, and uses a 65 nm design. It is comprised of 192 SPUs, 64 TAUs, and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should perform a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (about 47%) better at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 should be quite a bit (approximately 29%) faster with regards to FSAA than the GeForce GTS 450, and should be able to handle 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: Bandwidth is the maximum amount of data (counted in MB per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, 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 the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core 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 fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.