Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 comes with a core clock speed of 783 MHz and a GDDR5 memory frequency of 902 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is made up of 192 SPUs, 32 TAUs, and 16 ROPs.
Compare that to the GeForce GTX 260, which features a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit memory bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 Texture Address Units, and 28 Raster Operation 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 94% faster than the GeForce GTS 450 overall, due to its higher bandwidth. (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 RateThe GeForce GTX 260 should be much (approximately 29%) more effective at FSAA than the GeForce GTS 450, and also will be able to handle higher screen resolutions better. (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: Memory bandwidth is the max amount of data (in units of MB per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster 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 number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.