Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 280 features a GPU core speed of 602 MHz, and the 1024 MB of GDDR3 RAM is set to run at 1107 MHz through a 512-bit bus. It also features 240 Stream Processors, 80 Texture Address Units, and 32 ROPs.
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 is comprised of 384 SPUs, 64 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 280, in theory, should be just a bit faster than the GeForce GTX 560 Ti in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be a little bit (approximately 9%) better at anisotropic filtering than the GeForce GTX 280. (explain)
Pixel RateThe GeForce GTX 560 Ti will be much (more or less 37%) better at FSAA than the GeForce GTX 280, and also able to handle higher resolutions without losing too much performance. (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 max amount of data (counted in MB per second) that can be transported across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core 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 output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.