Compare any two graphics cards:
GeForce GTX 560 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 560 comes with 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 Texture Address Units and 32 ROPs.
Compare all that to the GeForce GTX 560 Ti, which has GPU core speed of 822 MHz, and 1024 MB of GDDR5 RAM set to run at 1002 MHz through a 256-bit bus. It also is made up of 384 SPUs, 64 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 Ti should be 0% quicker than the GeForce GTX 560 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 560 Ti should be a small bit (about 16%) better at AF than the GeForce GTX 560. (explain)
Pixel RateThe GeForce GTX 560 Ti is a small bit (about 1%) more effective at FSAA than the GeForce GTX 560, and also should be capable of handling higher 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: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. 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 lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.