Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 460
IntroThe GeForce GTS 450 has a GPU core speed of 783 MHz, and the 512 MB of GDDR5 RAM is set to run at 902 MHz through a 128-bit bus. It also features 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 460, which comes with a core clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 192-bit memory bus, and uses a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 460 should theoretically be quite a bit better than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 460 should be a lot (about 51%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 460 should be much (about 29%) faster with regards to anti-aliasing than the GeForce GTS 450, and should be able to handle 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: Memory bandwidth is the max amount of information (counted in MB per second) that can be moved past the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher 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 number of texture map elements (texels) that are processed per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.