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 makes use of a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specifications to the GeForce GTX 460, which comes with a core clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 460 should be a lot faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 460 is much (approximately 51%) better at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 460 should be much (approximately 29%) better at AA than the GeForce GTS 450, and also will be capable of handling 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.
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 max amount of information (measured in megabytes per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated 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 drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.