Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 has 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 comprised of 192 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specifications to the GeForce GTX 260, which makes use of a 65 nm design. nVidia has set the core frequency at 576 MHz. The GDDR3 memory is set to run at a speed of 999 MHz on this particular model. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should in theory perform quite a bit faster than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (about 47%) better at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 260 is superior to the GeForce GTS 450, by a large margin. (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 (in units of MB per second) that can be transported across the external memory interface in one second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units of the card 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 applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. 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 is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.