Compare any two graphics cards:
GeForce GTS 250 512MB vs GeForce GTX 460
IntroThe GeForce GTS 250 512MB features a GPU clock speed of 738 MHz, and the 512 MB of GDDR3 memory is set to run at 1100 MHz through a 256-bit bus. It also features 128 Stream Processors, 64 Texture Address Units, and 16 ROPs.Compare all of that to the GeForce GTX 460, which has GPU core speed of 675 MHz, and 768 MB of GDDR5 RAM set to run at 900 MHz through a 192-bit bus. It also features 336 SPUs, 56 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the GeForce GTX 460 is 23% faster than the GeForce GTS 250 512MB overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTS 250 512MB should be a lot (about 25%) faster with regards to anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 460 will be quite a bit (about 37%) better at AA than the GeForce GTS 250 512MB, and also will be able to handle higher screen resolutions while still performing well. (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.
Specifications
Memory Bandwidth: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster 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 can be applied in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs 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 rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
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