Compare any two graphics cards:
GeForce GTX 560 Ti vs Geforce GTX 760
IntroThe GeForce GTX 560 Ti uses a 40 nm design. nVidia has set the core frequency at 822 MHz. The GDDR5 RAM works at a frequency of 1002 MHz on this particular model. It features 384 SPUs as well as 64 TAUs and 32 ROPs.
Compare those specs to the Geforce GTX 760, which features clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1152 SPUs as well as 96 Texture Address Units and 32 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
As far as performance goes, the Geforce GTX 760 should theoretically be a lot better than the GeForce GTX 560 Ti in general. (explain)
Texel RateThe Geforce GTX 760 should be a lot (more or less 79%) faster with regards to AF than the GeForce GTX 560 Ti. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Geforce GTX 760 is a better choice, but only just. (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.
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: Bandwidth is the largest amount of data (in units of MB per second) that can be transported past the external memory interface within a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.