Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 comes with a GPU clock speed of 783 MHz, and the 512 MB of GDDR5 memory is set to run at 902 MHz through a 128-bit bus. It also is comprised of 192 SPUs, 32 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTX 260, which features a core clock frequency of 576 MHz and a GDDR3 memory speed of 999 MHz. It also features a 448-bit memory bus, and uses a 65 nm design. It is comprised 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)
Theoretically, the GeForce GTX 260 should perform a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 should be much (about 47%) more effective at AF than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 will be quite a bit (more or less 29%) better at FSAA than the GeForce GTS 450, and also will be able to handle higher screen resolutions without slowing down too much. (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: Bandwidth is the largest amount of data (measured in MB per second) that can be transferred across the external memory interface within a second. It's calculated by multiplying the interface width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 in one second. This is worked out 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 chip can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka 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 reach the max fill rate.