Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 560
IntroThe GeForce GTX 550 Ti features a GPU clock speed of 900 MHz, and the 1024 MB of GDDR5 memory is set to run at 1026 MHz through a 192-bit bus. It also is comprised of 192 Stream Processors, 32 TAUs, and 24 ROPs.
Compare all that to the GeForce GTX 560, which features a GPU core clock speed of 810 MHz, and 1024 MB of GDDR5 memory set to run at 1001 MHz through a 256-bit bus. It also is made up of 336 Stream Processors, 56 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 should in theory perform a lot faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 560 will be quite a bit (approximately 58%) better at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 560 is superior to the GeForce GTX 550 Ti, 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: Memory bandwidth is the max amount of data (in units of MB per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.