Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GTS 450
IntroThe GeForce 8800 GT 1GB features a clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare that to the GeForce GTS 450, which comes with GPU core speed of 783 MHz, and 512 MB of GDDR5 RAM set to run at 902 MHz through a 128-bit bus. It also is comprised of 192 Stream Processors, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 450 should be a bit faster than the GeForce 8800 GT 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 1GB is a lot (approximately 34%) more effective at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTS 450 is a better choice, 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 largest amount of information (measured in megabytes per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's 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 number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.