Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 560
IntroThe GeForce GTX 550 Ti features a GPU core speed of 900 MHz, and the 1024 MB of GDDR5 RAM runs at 1026 MHz through a 192-bit bus. It also is comprised of 192 SPUs, 32 TAUs, and 24 ROPs.
Compare those specifications to the GeForce GTX 560, which comes with a clock frequency of 810 MHz and a GDDR5 memory speed of 1001 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 560 should perform quite a bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 560 will be quite a bit (approximately 58%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 560 should be a little bit (approximately 20%) better at AA than the GeForce GTX 550 Ti, and should be capable of handling 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: Bandwidth is the max amount of data (in units of megabytes per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total number of texture units by the core 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 in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.