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GeForce GTX 560 Ti vs Geforce GTX 690

Intro

The GeForce GTX 560 Ti comes with a GPU clock speed of 822 MHz, and the 1024 MB of GDDR5 memory is set to run at 1002 MHz through a 256-bit bus. It also is made up of 384 Stream Processors, 64 TAUs, and 32 Raster Operation Units.

Compare that to the Geforce GTX 690, which makes use of a 28 nm design. nVidia has clocked the core speed at 915 MHz. The GDDR5 RAM runs at a frequency of 1502 MHz on this specific model. It features 1536 SPUs as well as 128 Texture Address Units and 32 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

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

The Geforce GTX 690 should theoretically perform much faster than the GeForce GTX 560 Ti in general. (explain)

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

Texel Rate

The Geforce GTX 690 should be much (more or less 345%) more effective at anisotropic 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

If using lots of anti-aliasing is important to you, then the Geforce GTX 690 is the winner, and very much so. (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

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

Model GeForce GTX 560 Ti Geforce GTX 690
Manufacturer nVidia nVidia
Year January 2011 April 2012
Code Name GF114 GK104
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 1024 MB 2048 MB (x2)
Core Speed 822 MHz 915 MHz (x2)
Shader Speed 1645 MHz 915 MHz (x2)
Memory Speed 1002 MHz (4008 MHz effective) 1502 MHz (6008 MHz effective) (x2)
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)
DirectX Version DirectX 11 DirectX 11.0
OpenGL Version OpenGL 4.1 OpenGL 4.2
Power (Max TDP) 170 watts 300 watts
Shader Model 5.0 5.0
Bandwidth 128256 MB/sec 384512 MB/sec
Texel Rate 52608 Mtexels/sec 234240 Mtexels/sec
Pixel Rate 26304 Mpixels/sec 58560 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the video 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 maximum amount of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines 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 many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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