Compare any two graphics cards:
GeForce GTX 560 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 560 features clock speeds of 810 MHz on the GPU, and 1001 MHz on the 1024 MB of GDDR5 memory. It features 336 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
Compare all of that to the GeForce GTX 560 Ti, which makes use of a 40 nm design. nVidia has set the core speed at 822 MHz. The GDDR5 memory is set to run at a speed of 1002 MHz on this card. It features 384 SPUs along with 64 Texture Address Units 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 Ti should in theory be a little bit superior to the GeForce GTX 560 overall. (explain)
Texel RateThe GeForce GTX 560 Ti is a bit (about 16%) faster with regards to anisotropic filtering than the GeForce GTX 560. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 560 Ti is a better choice, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's 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 texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the clock speed of the card. 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 rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.