Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 460
IntroThe GeForce GTS 450 comes with clock speeds of 783 MHz on the GPU, and 902 MHz on the 512 MB of GDDR5 RAM. It features 192 SPUs as well as 32 Texture Address Units and 16 ROPs.
Compare those specifications to the GeForce GTX 460, which makes use of a 40 nm design. nVidia has clocked the core frequency at 675 MHz. The GDDR5 memory works at a frequency of 900 MHz on this model. It features 336 SPUs along with 56 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 460 should theoretically be a lot superior to the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 460 should be a lot (about 51%) more effective at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 460 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.
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 max amount of information (in units of megabytes per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, 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 per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, 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 most pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the card's clock speed. 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 many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.