Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 260
IntroThe GeForce GTS 450 makes use of a 40 nm design. nVidia has clocked the core speed at 783 MHz. The GDDR5 RAM is set to run at a frequency of 902 MHz on this specific card. It features 192 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 260, which makes use of a 65 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 memory runs at a speed of 999 MHz on this model. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 260 should perform much faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 260 will be quite a bit (more or less 47%) faster with regards to texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 260 is quite a bit (approximately 29%) better at FSAA than the GeForce GTS 450, and also capable of handling higher resolutions while still performing well. (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 megabytes per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the card's clock speed. 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 also depends on lots of 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.