Compare any two graphics cards:
GeForce GTX 295 vs GeForce GTX Titan
IntroThe GeForce GTX 295 features a core clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit bus, and makes use of a 55 nm design. It features 240 SPUs, 80 Texture Address Units, and 28 ROPs.
Compare those specs to the GeForce GTX Titan, which features a clock speed of 837 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 384-bit bus, and uses a 28 nm design. It features 2688 SPUs, 224 Texture Address Units, and 48 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX Titan should in theory be a lot better than the GeForce GTX 295 in general. (explain)
Texel RateThe GeForce GTX Titan should be much (more or less 103%) better at texture filtering than the GeForce GTX 295. (explain)
Pixel RateThe GeForce GTX Titan is a lot (about 25%) better at anti-aliasing than the GeForce GTX 295, and also will be capable of handling higher resolutions better. (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.
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.
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 data (counted in MB per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.