Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 460 features a clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also features a 192-bit memory bus, and makes use of a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 24 ROPs.
Compare all that to the GeForce GTX 560 Ti, which comes with GPU core speed of 822 MHz, and 1024 MB of GDDR5 RAM set to run at 1002 MHz through a 256-bit bus. It also features 384 SPUs, 64 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 560 Ti should in theory be quite a bit superior to the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be much (approximately 39%) faster with regards to texture filtering than the GeForce GTX 460. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 560 Ti is the winner, by far. (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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 again. If it uses 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, 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 is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the clock 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 lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.