Compare any two graphics cards:
GeForce GTX 560 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 560 makes use of a 40 nm design. nVidia has set the core frequency at 810 MHz. The GDDR5 memory is set to run at a speed of 1001 MHz on this model. It features 336 SPUs as well as 56 TAUs and 32 ROPs.
Compare all of that to the GeForce GTX 560 Ti, which features clock speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 RAM. It features 384 SPUs as well as 64 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti should in theory be just a bit faster than the GeForce GTX 560 in general. (explain)
Texel RateThe GeForce GTX 560 Ti will be just a bit (about 16%) faster with regards to anisotropic filtering than the GeForce GTX 560. (explain)
Pixel RateThe GeForce GTX 560 Ti should be just a bit (approximately 1%) better at full screen anti-aliasing than the GeForce GTX 560, and also should be able to handle higher screen resolutions more effectively. (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: Bandwidth is the max amount of data (in units of MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high 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 by the core clock 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 applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units 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 rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.