Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 460
IntroThe GeForce GTS 450 features a clock frequency of 783 MHz and a GDDR5 memory speed of 902 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare all of that to the GeForce GTX 460, which has clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 RAM. It features 336 SPUs as well as 56 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 will be 50% quicker than the GeForce GTS 450 in general, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 460 is a lot (about 51%) better at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 460 will be quite a bit (about 29%) more effective at full screen anti-aliasing than the GeForce GTS 450, and will be capable of handling higher screen resolutions better. (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 (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 it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at 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 the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.