Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 560
IntroThe GeForce GTX 550 Ti makes use of a 40 nm design. nVidia has clocked the core frequency at 900 MHz. The GDDR5 memory works at a speed of 1026 MHz on this specific card. It features 192 SPUs along with 32 Texture Address Units and 24 ROPs.
Compare those specs to the GeForce GTX 560, which comes with clock speeds of 810 MHz on the GPU, and 1001 MHz on the 1024 MB of GDDR5 RAM. It features 336 SPUs as well as 56 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
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 in general. (explain)
Texel RateThe GeForce GTX 560 should be quite a bit (approximately 58%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 560 is the winner, but not 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: Memory bandwidth is the max amount of data (measured in MB per second) that can be transferred past the external memory interface within a second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 number of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out 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 rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.