Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 features a core clock speed of 783 MHz and a GDDR5 memory frequency of 902 MHz. It also features a 128-bit bus, and makes use of a 40 nm design. It is comprised of 192 SPUs, 32 Texture Address Units, and 16 ROPs.
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 is set to run at a frequency of 999 MHz on this particular card. It features 192 SPUs as well as 64 TAUs and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 260 should in theory be much better than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 260 will be a lot (about 47%) better at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 will be much (approximately 29%) better at AA than the GeForce GTS 450, and should be capable of handling 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines 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 fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.