Compare any two graphics cards:
GeForce GTX 560 Ti vs Geforce GTX 760
IntroThe GeForce GTX 560 Ti features clock speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs along with 64 Texture Address Units and 32 ROPs.
Compare those specs to the Geforce GTX 760, which comes with GPU clock speed of 980 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 256-bit bus. It also is made up of 1152 SPUs, 96 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
In theory, the Geforce GTX 760 is 50% faster than the GeForce GTX 560 Ti in general, due to its greater data rate. (explain)
Texel RateThe Geforce GTX 760 is quite a bit (about 79%) better at texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateIf running with a high resolution is important to you, then the Geforce GTX 760 is a better choice, though only just barely. (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 (counted in megabytes per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total amount of texture units 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 maximum amount of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.