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GeForce GTX 295 vs GeForce GTX Titan

Intro

The GeForce GTX 295 has a GPU core speed of 576 MHz, and the 896 MB of GDDR3 memory is set to run at 999 MHz through a 448-bit bus. It also is comprised of 240 SPUs, 80 TAUs, and 28 Raster Operation Units.

Compare that to the GeForce GTX Titan, which comes with a core clock speed of 837 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 384-bit bus, and uses a 28 nm design. It is comprised of 2688 SPUs, 224 Texture Address Units, and 48 ROPs.

(No game benchmarks for this combination yet.)

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

Theoretically, the GeForce GTX Titan should be much faster than 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 a lot (about 103%) more effective at AF than the GeForce GTX 295. (explain)

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

Pixel Rate

The GeForce GTX Titan will be a lot (about 25%) better at anti-aliasing than the GeForce GTX 295, and also will be able to handle higher resolutions without losing too much performance. (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

GeForce GTX 295

Amazon.com

GeForce GTX Titan

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 295 GeForce GTX Titan
Manufacturer nVidia nVidia
Year January 8, 2009 February 2013
Code Name G200b GK110
Fab Process 55 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 896 MB (x2) 6144 MB
Core Speed 576 MHz (x2) 837 MHz
Shader Speed 1242 MHz (x2) 837 MHz
Memory Speed 999 MHz (1998 MHz effective) (x2) 1502 MHz (6008 MHz effective)
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
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.1 OpenGL 4.3
Power (Max TDP) 289 watts 250 watts
Shader Model 4.0 5.0
Bandwidth 223776 MB/sec 288384 MB/sec
Texel Rate 92160 Mtexels/sec 187488 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 40176 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 number of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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