Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 460 features a GPU core speed of 675 MHz, and the 768 MB of GDDR5 RAM runs at 900 MHz through a 192-bit bus. It also is comprised of 336 SPUs, 56 Texture Address Units, and 24 Raster Operation Units.
Compare that to the GeForce GTX 560 Ti, which has GPU clock speed of 822 MHz, and 1024 MB of GDDR5 RAM running at 1002 MHz through a 256-bit bus. It also is comprised of 384 SPUs, 64 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti, in theory, should perform quite a bit faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 560 Ti should be much (about 39%) better at anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 560 Ti should be much (approximately 62%) faster with regards to full screen anti-aliasing than the GeForce GTX 460, and also able to handle higher screen resolutions without slowing down too much. (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 maximum amount of information (measured in MB per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few 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.