Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has set the core frequency at 783 MHz. The GDDR5 RAM runs at a speed of 902 MHz on this particular model. It features 192 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare those specs to the GeForce GTX 260, which features GPU clock speed of 576 MHz, and 896 MB of GDDR3 memory running at 999 MHz through a 448-bit bus. It also is made up of 192 SPUs, 64 Texture Address Units, and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 260 should theoretically be a lot superior to the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (more or less 47%) faster with regards to AF than the GeForce GTS 450. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 260 is superior to the GeForce GTS 450, and very much so. (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: Bandwidth is the max amount of information (counted in megabytes per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out 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 drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.