Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 460
IntroThe GeForce GTS 450 comes with a core clock frequency of 783 MHz and a GDDR5 memory speed of 902 MHz. It also uses a 128-bit bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTX 460, which comes with GPU clock speed of 675 MHz, and 768 MB of GDDR5 RAM running at 900 MHz through a 192-bit bus. It also features 336 Stream Processors, 56 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 460 should in theory be a lot superior to the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 460 will be a lot (about 51%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 460 is quite a bit (more or less 29%) more effective at FSAA than the GeForce GTS 450, and also will be able to handle higher screen resolutions without losing too much performance. (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 information (in units of megabytes per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the 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 number of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.