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GeForce GTX 295 vs GeForce GTX Titan


The GeForce GTX 295 features a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit bus, and uses a 55 nm design. It features 240 SPUs, 80 TAUs, and 28 Raster Operation Units.

Compare those specifications to the GeForce GTX Titan, which has a GPU core clock speed of 837 MHz, and 6144 MB of GDDR5 RAM set to run at 1502 MHz through a 384-bit bus. It also is made up of 2688 Stream Processors, 224 TAUs, and 48 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX Titan 250 Watts
GeForce GTX 295 289 Watts
Difference: 39 Watts (16%)

Memory Bandwidth

As far as performance goes, the GeForce GTX Titan should in theory be a lot superior to the GeForce GTX 295 overall. (explain)

GeForce GTX Titan 288384 MB/sec
GeForce GTX 295 223776 MB/sec
Difference: 64608 (29%)

Texel Rate

The GeForce GTX Titan is much (more or less 103%) faster with regards to AF than the GeForce GTX 295. (explain)

GeForce GTX Titan 187488 Mtexels/sec
GeForce GTX 295 92160 Mtexels/sec
Difference: 95328 (103%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the GeForce GTX Titan is the winner, and very much so. (explain)

GeForce GTX Titan 40176 Mpixels/sec
GeForce GTX 295 32256 Mpixels/sec
Difference: 7920 (25%)

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 295

GeForce GTX Titan

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.


Display Specifications

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Model GeForce GTX 295 GeForce GTX Titan
Manufacturer nVidia nVidia
Year January 8, 2009 February 2013
Code Name G200b GK110
Memory 896 MB (x2) 6144 MB
Core Speed 576 MHz (x2) 837 MHz
Memory Speed 1998 MHz (x2) 6008 MHz
Power (Max TDP) 289 watts 250 watts
Bandwidth 223776 MB/sec 288384 MB/sec
Texel Rate 92160 Mtexels/sec 187488 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 40176 Mpixels/sec
Unified Shaders 240 (x2) 2688
Texture Mapping Units 80 (x2) 224
Render Output Units 28 (x2) 48
Bus Type GDDR3 GDDR5
Bus Width 448-bit (x2) 384-bit
Fab Process 55 nm 28 nm
Transistors 1400 million 7080 million
Bus PCIe x16 2.0 PCIe 3.0 x16
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.1 OpenGL 4.3

Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its 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 outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.


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