Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 comes with a core clock speed of 783 MHz and a GDDR5 memory speed of 902 MHz. It also uses a 128-bit bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 16 ROPs.
Compare those specifications 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 runs at a speed of 999 MHz on this specific card. It features 192 SPUs as well as 64 Texture Address Units and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should in theory perform a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 is a lot (about 47%) faster with regards to texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 should be quite a bit (about 29%) better at full screen anti-aliasing than the GeForce GTS 450, and 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 largest amount of information (counted in megabytes per second) that can be transported 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 should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units 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 in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.