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GeForce GTX 560 Ti vs Geforce GTX 690

Intro

The GeForce GTX 560 Ti 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 ROPs.

Compare that to the Geforce GTX 690, which has core clock speeds of 915 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs along with 128 Texture Address Units and 32 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 560 Ti 170 Watts
Geforce GTX 690 300 Watts
Difference: 130 Watts (76%)

Memory Bandwidth

Performance-wise, the Geforce GTX 690 should theoretically be much superior to the GeForce GTX 560 Ti overall. (explain)

Geforce GTX 690 384512 MB/sec
GeForce GTX 560 Ti 128256 MB/sec
Difference: 256256 (200%)

Texel Rate

The Geforce GTX 690 is quite a bit (approximately 345%) more effective at texture filtering than the GeForce GTX 560 Ti. (explain)

Geforce GTX 690 234240 Mtexels/sec
GeForce GTX 560 Ti 52608 Mtexels/sec
Difference: 181632 (345%)

Pixel Rate

The Geforce GTX 690 will be a lot (about 123%) better at full screen anti-aliasing than the GeForce GTX 560 Ti, and will be capable of handling higher resolutions more effectively. (explain)

Geforce GTX 690 58560 Mpixels/sec
GeForce GTX 560 Ti 26304 Mpixels/sec
Difference: 32256 (123%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

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GeForce GTX 560 Ti

Amazon.com

Geforce GTX 690

Amazon.com

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.

Specifications

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Model GeForce GTX 560 Ti Geforce GTX 690
Manufacturer nVidia nVidia
Year January 2011 April 2012
Code Name GF114 GK104
Memory 1024 MB 2048 MB (x2)
Core Speed 822 MHz 915 MHz (x2)
Memory Speed 4008 MHz 6008 MHz (x2)
Power (Max TDP) 170 watts 300 watts
Bandwidth 128256 MB/sec 384512 MB/sec
Texel Rate 52608 Mtexels/sec 234240 Mtexels/sec
Pixel Rate 26304 Mpixels/sec 58560 Mpixels/sec
Unified Shaders 384 1536 (x2)
Texture Mapping Units 64 128 (x2)
Render Output Units 32 32 (x2)
Bus Type GDDR5 GDDR5
Bus Width 256-bit 256-bit (x2)
Fab Process 40 nm 28 nm
Transistors 1950 million 3540 million
Bus PCIe x16 PCIe 3.0 x16
DirectX Version DirectX 11 DirectX 11.0
OpenGL Version OpenGL 4.1 OpenGL 4.2

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number 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 maximum number of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.

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