Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 460
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has clocked the core speed at 783 MHz. The GDDR5 RAM is set to run at a frequency of 902 MHz on this particular card. It features 192 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the GeForce GTX 460, which makes use of a 40 nm design. nVidia has clocked the core frequency at 675 MHz. The GDDR5 RAM runs 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)
The GeForce GTX 460, in theory, should be a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 460 is a lot (more or less 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 superior to the GeForce GTS 450, 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: Memory bandwidth is the max amount of data (in units of MB per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is calculated 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 processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.