Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 550 Ti comes with a GPU clock speed of 900 MHz, and the 1024 MB of GDDR5 memory is set to run at 1026 MHz through a 192-bit bus. It also is made up of 192 Stream Processors, 32 Texture Address Units, and 24 ROPs.
Compare those specs to the GeForce GTX 660 Ti, which features a clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit bus, and makes use of a 28 nm design. It features 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 Ti should theoretically be much better than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is much (approximately 256%) better at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 660 Ti is superior to the GeForce GTX 550 Ti, though not by far. (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: Bandwidth is the max amount of information (counted in MB per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.