Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 460
IntroThe GeForce GTS 450 has core speeds of 783 MHz on the GPU, and 902 MHz on the 512 MB of GDDR5 memory. It features 192 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 460, which features a clock frequency of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It is made up of 336 SPUs, 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% faster than the GeForce GTS 450 overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 460 is quite a bit (approximately 51%) more effective at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 460 is superior to the GeForce GTS 450, and very much so. (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 maximum amount of information (counted in megabytes per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.