Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 has a core clock speed of 783 MHz and a GDDR5 memory frequency of 902 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTX 260, which comes with clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 192 SPUs as well as 64 TAUs and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 should perform much faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 should be much (about 47%) faster with regards to AF than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 will be much (about 29%) faster with regards to full screen anti-aliasing than the GeForce GTS 450, and will be capable of handling 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.
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 information (measured in MB per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better 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 a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.