Compare any two graphics cards:
GeForce GTS 250 512MB vs GeForce GTS 450
IntroThe GeForce GTS 250 512MB uses a 65/55 nm design. nVidia has set the core frequency at 738 MHz. The GDDR3 RAM runs at a speed of 1100 MHz on this specific model. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.Compare those specs to the GeForce GTS 450, which has core speeds of 783 MHz on the GPU, and 902 MHz on the 512 MB of GDDR5 memory. It features 192 SPUs as well as 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe GeForce GTS 250 512MB, in theory, should be a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTS 250 512MB will be quite a bit (about 89%) faster with regards to anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTS 450 should be a bit (more or less 6%) more effective at anti-aliasing than the GeForce GTS 250 512MB, and will be able to handle higher resolutions more effectively. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Memory bandwidth is the max amount of information (measured in megabytes per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the 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 most pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.
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