Compare any two graphics cards:
GeForce 9600 GSO 512MB vs GeForce GTS 450 1GB
IntroThe GeForce 9600 GSO 512MB features a core clock frequency of 650 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and makes use of a 65/55 nm design. It features 96 SPUs, 48 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the GeForce GTS 450 1GB, which comes with core clock speeds of 783 MHz on the GPU, and 902 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs along with 32 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 450 1GB should in theory be just a bit faster than the GeForce 9600 GSO 512MB overall. (explain)
Texel RateThe GeForce 9600 GSO 512MB should be a lot (about 25%) more effective at AF than the GeForce GTS 450 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTS 450 1GB is the winner, though not by far. (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 data (counted in megabytes per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the interface width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at 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 record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour 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 rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.