Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs GeForce GTS 450 1GB
IntroThe GeForce 8800 GTS (G80) 640MB comes with clock speeds of 513 MHz on the GPU, and 792 MHz on the 640 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 20 ROPs.Compare all of that to the GeForce GTS 450 1GB, which uses a 40 nm design. nVidia has set the core speed at 783 MHz. The GDDR5 memory runs at a speed of 902 MHz on this particular model. It features 192 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthAs far as performance goes, the GeForce 8800 GTS (G80) 640MB should theoretically be a small bit better than the GeForce GTS 450 1GB overall. (explain)
Texel RateThe GeForce GTS 450 1GB should be a little bit (more or less 2%) faster with regards to anisotropic filtering than the GeForce 8800 GTS (G80) 640MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTS 450 1GB is the winner, 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. 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: Bandwidth is the max amount of information (counted in MB per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's 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 texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total number of 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 per second. Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
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