Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 460 comes with core clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 RAM. It features 336 SPUs as well as 56 Texture Address Units and 24 Rasterization Operator Units.
Compare that to the GeForce GTX 560 Ti, which comes with a core clock frequency of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also features a 256-bit memory bus, and uses a 40 nm design. It is made up of 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti should theoretically perform much faster than the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 560 Ti is a lot (about 39%) more effective at anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 560 Ti is superior to the GeForce GTX 460, 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 maximum amount of information (counted in megabytes per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 can be processed per second. This number is calculated by multiplying the total texture units of the card by the core clock 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 in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.