Compare any two graphics cards:
GeForce GTX 560 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 560 comes with core 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 Texture Address Units and 32 ROPs.
Compare all that to the GeForce GTX 560 Ti, which features GPU clock speed of 822 MHz, and 1024 MB of GDDR5 memory running at 1002 MHz through a 256-bit bus. It also is comprised of 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 560 Ti is 0% faster than the GeForce GTX 560 overall, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 560 Ti should be just a bit (approximately 16%) better at anisotropic filtering than the GeForce GTX 560. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 560 Ti is a better choice, though only just barely. (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 largest amount of data (in units of MB per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, 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 figure is calculated by multiplying the total texture units of the card by the core 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate 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 drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.