Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 460 comes with core speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 memory. It features 336 SPUs along with 56 TAUs and 24 ROPs.
Compare all that 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 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti, in theory, should be quite a bit faster than the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be quite a bit (about 39%) more effective at texture filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 560 Ti is quite a bit (more or less 62%) more effective at full screen anti-aliasing than the GeForce GTX 460, and also will be capable of handling 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.
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 largest amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs 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 output 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 ability to get to the max fill rate.