Compare any two graphics cards:
GeForce GTX 560 Ti vs Geforce GTX 760
IntroThe GeForce GTX 560 Ti comes with a clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also makes use of a 256-bit memory bus, and uses a 40 nm design. It features 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare all that to the Geforce GTX 760, which has a clock speed of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 256-bit bus, and makes use of a 28 nm design. It features 1152 SPUs, 96 TAUs, and 32 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
The Geforce GTX 760 should in theory perform quite a bit faster than the GeForce GTX 560 Ti in general. (explain)
Texel RateThe Geforce GTX 760 will be much (approximately 79%) more effective at anisotropic filtering 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 it probably won't make a huge difference. (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 max amount of data (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core 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 applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.