Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 550 Ti features a core clock speed of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also features a 192-bit memory bus, and makes use of a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 24 Raster Operation Units.
Compare all that to the GeForce GTX 660 Ti, which features GPU core speed of 915 MHz, and 2048 MB of GDDR5 RAM running at 1500 MHz through a 192-bit bus. It also is made up of 1344 SPUs, 112 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 Ti should perform much faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti should be quite a bit (more or less 256%) better at AF than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 660 Ti is the winner, but it probably won't make a huge difference. (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: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.