Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 features a GPU core clock speed of 783 MHz, and the 512 MB of GDDR5 memory runs at 902 MHz through a 128-bit bus. It also is made up of 192 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTX 260, which has GPU clock speed of 576 MHz, and 896 MB of GDDR3 RAM set to run at 999 MHz through a 448-bit bus. It also features 192 Stream Processors, 64 TAUs, and 28 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should perform a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 will be a lot (more or less 47%) faster with regards to AF than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 should be quite a bit (more or less 29%) better at anti-aliasing than the GeForce GTS 450, and also able to handle higher screen resolutions without losing too much performance. (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 data (counted in megabytes per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's 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 amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka 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 potential to reach the max fill rate.