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 frequency at 783 MHz. The GDDR5 RAM runs at a frequency of 902 MHz on this particular model. It features 192 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all that to the GeForce GTX 460, which has GPU core speed of 675 MHz, and 768 MB of GDDR5 memory running at 900 MHz through a 192-bit bus. It also is made up of 336 Stream Processors, 56 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 460 should in theory be much superior to the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 460 is much (about 51%) better at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 460 will be a lot (approximately 29%) more effective at anti-aliasing than the GeForce GTS 450, and able to handle higher screen 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 max amount of information (measured in megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total texture units 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 in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.