Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 460
IntroThe GeForce GTS 450 features a GPU core clock speed of 783 MHz, and the 512 MB of GDDR5 RAM runs at 902 MHz through a 128-bit bus. It also is comprised of 192 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTX 460, which uses a 40 nm design. nVidia has set the core frequency at 675 MHz. The GDDR5 RAM works at a frequency of 900 MHz on this card. It features 336 SPUs as well as 56 Texture Address Units and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 460 should theoretically perform much faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 460 is a lot (approximately 51%) better at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 460 is a lot (approximately 29%) better at full screen anti-aliasing than the GeForce GTS 450, and also will be able to handle higher resolutions without slowing down too much. (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.
Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.