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 speed at 783 MHz. The GDDR5 memory is set to run at a speed of 902 MHz on this particular card. It features 192 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 260, which comes with GPU core speed of 576 MHz, and 896 MB of GDDR3 memory running at 999 MHz through a 448-bit bus. It also is comprised of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 should be quite a bit faster than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 260 should be much (approximately 47%) more effective at AF than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 is much (more or less 29%) more effective at AA than the GeForce GTS 450, and also 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: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the 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 in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.