Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTS 450 1GB
IntroThe GeForce 8800 GTS (G92) comes with a GPU core clock speed of 650 MHz, and the 512 MB of GDDR3 memory is set to run at 970 MHz through a 256-bit bus. It also is comprised of 128 Stream Processors, 64 Texture Address Units, and 16 ROPs.
Compare all of that to the GeForce GTS 450 1GB, which makes use of a 40 nm design. nVidia has clocked the core speed at 783 MHz. The GDDR5 RAM works at a frequency of 902 MHz on this particular card. It features 192 SPUs as well as 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GTS (G92) should theoretically perform a little bit faster than the GeForce GTS 450 1GB in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) is quite a bit (more or less 66%) more effective at anisotropic filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTS 450 1GB is a better choice, but only just. (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 maximum amount of information (measured in megabytes per second) that can be moved across the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.