Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 460 has core clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 memory. It features 336 SPUs as well as 56 TAUs and 24 ROPs.
Compare that to the GeForce GTX 560 Ti, which has a core clock speed of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit bus, and makes use of a 40 nm design. It is made up of 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 560 Ti should theoretically be quite a bit superior to the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 560 Ti will be much (about 39%) faster with regards to AF than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 560 Ti should be a lot (more or less 62%) better at anti-aliasing than the GeForce GTX 460, and also will be able to handle 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 maximum amount of data (counted in megabytes per second) that can be transported across the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.