Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 features a clock frequency of 783 MHz and a GDDR5 memory frequency of 902 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is made up of 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specifications 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 is comprised of 192 Stream Processors, 64 Texture Address Units, and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 260 should in theory be a lot better than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 260 will be a lot (about 47%) better at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 260 is the winner, by a large margin. (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 max amount of data (counted in megabytes per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, 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 texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total amount of 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.