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GeForce GTX 295 vs GeForce GTX Titan

Intro

The GeForce GTX 295 features core speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 240 SPUs as well as 80 Texture Address Units and 28 ROPs.

Compare those specifications to the GeForce GTX Titan, which has clock speeds of 837 MHz on the GPU, and 1502 MHz on the 6144 MB of GDDR5 RAM. It features 2688 SPUs as well as 224 TAUs and 48 Rasterization Operator Units.

(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

The GeForce GTX Titan, in theory, should perform quite a bit faster than the GeForce GTX 295 in general. (explain)

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

Texel Rate

The GeForce GTX Titan will be a lot (about 103%) better at anisotropic filtering 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 quite a bit (approximately 25%) more effective at FSAA than the GeForce GTX 295, and will be capable of handling higher resolutions more effectively. (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 max amount of information (in units of MB per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the interface width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The better 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 maximum amount of pixels that the graphics chip can possibly write to the 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 core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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