Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 has a clock speed of 783 MHz and a GDDR5 memory frequency of 902 MHz. It also makes use of a 128-bit memory bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 260, which uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 RAM runs at a speed of 999 MHz on this model. It features 192 SPUs as well as 64 TAUs and 28 Rasterization Operator 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 quite a bit faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (approximately 47%) more effective at AF than the GeForce GTS 450. (explain)
Pixel RateIf running with high levels of AA 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 largest amount of information (measured in megabytes per second) that can be moved across the external memory interface within a second. It is calculated by multiplying the interface width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 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 anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units by the core 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.