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 speed at 900 MHz. The GDDR5 RAM works at a speed of 1026 MHz on this particular model. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.
Compare those specifications to the GeForce GTX 560, which comes with a core clock speed of 810 MHz and a GDDR5 memory frequency of 1001 MHz. It also features a 256-bit bus, and makes use of a 40 nm design. It features 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 should be quite a bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 560 is quite a bit (more or less 58%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 560 is the winner, but it probably won't make a huge difference. (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 information (counted in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 can be applied per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.