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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 TAUs and 28 ROPs.

Compare all of that to the GeForce GTX Titan, which makes use of a 28 nm design. nVidia has set the core speed at 837 MHz. The GDDR5 memory works at a speed of 1502 MHz on this model. It features 2688 SPUs as well as 224 Texture Address Units and 48 ROPs.

Display Graphs

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(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 a lot 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 should be much (about 103%) more effective 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

If using lots of anti-aliasing is important to you, then the GeForce GTX Titan is a better choice, by far. (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

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

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
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 1998 MHz (x2) 6008 MHz
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: Bandwidth is the maximum amount of data (in units of MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 processed per second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core 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 rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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