Compare any two graphics cards:
GeForce GTS 250 1GB vs GeForce GTX 460
IntroThe GeForce GTS 250 1GB comes with clock speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 460, which has a GPU core clock speed of 675 MHz, and 768 MB of GDDR5 memory set to run at 900 MHz through a 192-bit bus. It also features 336 SPUs, 56 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 should be 23% quicker than the GeForce GTS 250 1GB overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTS 250 1GB should be a lot (more or less 25%) better at anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 460 is superior to the GeForce GTS 250 1GB, by far. (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 maximum amount of data (counted in MB per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better 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 processed in one second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.