Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 makes use of a 40 nm design. nVidia has set the core frequency at 783 MHz. The GDDR5 RAM works at a speed of 902 MHz on this particular model. It features 192 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 260, which has a core clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit bus, and uses a 65 nm design. It is made up of 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 260 should perform much faster than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 260 is a lot (more or less 47%) better at AF than the GeForce GTS 450. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 260 is superior to the GeForce GTS 450, by far. (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 data (counted in megabytes per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, 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 are applied per second. This figure 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.