Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has clocked the core frequency at 783 MHz. The GDDR5 memory works at a frequency of 902 MHz on this particular model. It features 192 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all of that to the GeForce GTX 260, which has a core clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, 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 (more or less 47%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 will be much (more or less 29%) better at full screen anti-aliasing than the GeForce GTS 450, and also able to handle higher screen resolutions without losing too much performance. (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 data (counted in MB per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out 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 drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.