Compare any two graphics cards:
GeForce GTX 780 Ti vs GeForce GTX Titan
IntroThe GeForce GTX 780 Ti features core clock speeds of 875 MHz on the GPU, and 1750 MHz on the 3072 MB of GDDR5 RAM. It features 2880 SPUs as well as 240 Texture Address Units and 48 ROPs.
Compare that to the GeForce GTX Titan, which features GPU clock speed of 837 MHz, and 6144 MB of GDDR5 RAM running at 1502 MHz through a 384-bit bus. It also is comprised of 2688 SPUs, 224 Texture Address Units, and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
The GeForce GTX 780 Ti should in theory be just a bit faster than the GeForce GTX Titan overall. (explain)
Texel RateThe GeForce GTX 780 Ti will be a small bit (about 12%) more effective at anisotropic filtering than the GeForce GTX Titan. (explain)
Pixel RateThe GeForce GTX 780 Ti will be a small bit (approximately 5%) better at FSAA than the GeForce GTX Titan, and will be capable of handling higher screen resolutions while still performing well. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of data (counted in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number 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 fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.