Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 has a clock frequency of 783 MHz and a GDDR5 memory speed of 902 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GTX 260, which makes use of a 65 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 RAM works at a frequency of 999 MHz on this specific card. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 should be a lot faster than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 260 is quite a bit (more or less 47%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 260 is a better choice, 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.
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 max amount of information (measured in MB per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the bus 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 higher the card's 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 amount of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.