Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 560
IntroThe GeForce GTX 550 Ti uses a 40 nm design. nVidia has set the core speed at 900 MHz. The GDDR5 RAM runs at a frequency of 1026 MHz on this specific card. It features 192 SPUs along with 32 TAUs and 24 ROPs.
Compare those specifications to the GeForce GTX 560, which makes use of a 40 nm design. nVidia has set the core frequency at 810 MHz. The GDDR5 memory runs at a frequency of 1001 MHz on this specific card. It features 336 SPUs as well as 56 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 560 should in theory be a lot superior to the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 560 should be much (approximately 58%) faster with regards to texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 560 is just a bit (more or less 20%) better at anti-aliasing than the GeForce GTX 550 Ti, and able to handle higher 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.
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 (counted in MB per second) that can be moved across the external memory interface in a second. The number is calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better 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 number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total number 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 processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.