Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has clocked the core frequency at 783 MHz. The GDDR5 RAM runs at a frequency of 902 MHz on this specific card. It features 192 SPUs along with 32 TAUs and 16 ROPs.
Compare those specs to the GeForce GTX 260, which features 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.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 260 should theoretically be quite a bit better than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 should be a lot (more or less 47%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 260 is a better choice, 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: Bandwidth is the maximum amount of data (counted in MB per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better 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 processed per second. This is worked out 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 one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core speed of the card. 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 output rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.