Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 460 makes use of a 40 nm design. nVidia has clocked the core frequency at 675 MHz. The GDDR5 memory runs at a frequency of 900 MHz on this specific model. It features 336 SPUs as well as 56 Texture Address Units and 24 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 560 Ti, which has GPU clock speed of 822 MHz, and 1024 MB of GDDR5 memory set to run at 1002 MHz through a 256-bit bus. It also features 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti, in theory, should be a lot faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 560 Ti will be a lot (about 39%) faster with regards to texture filtering than the GeForce GTX 460. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 560 Ti is a better choice, 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: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total 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 maximum amount of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.