Compare any two graphics cards:
GeForce GTS 250 1GB vs GeForce GTX 460
IntroThe GeForce GTS 250 1GB uses a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 RAM runs at a frequency of 1100 MHz on this particular model. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
Compare all that to the GeForce GTX 460, which comes with GPU core speed of 675 MHz, and 768 MB of GDDR5 RAM running at 900 MHz through a 192-bit bus. It also is made up of 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 in theory be a lot better than the GeForce GTS 250 1GB overall. (explain)
Texel RateThe GeForce GTS 250 1GB should be quite a bit (approximately 25%) better at AF 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, and very much so. (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 (measured in MB per second) that can be transferred past the external memory interface in a second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the 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 processed in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock speed of the card. 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 many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.