Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 280 comes with 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 is comprised of 240 SPUs, 80 TAUs, and 32 Raster Operation Units.
Compare all of that to the GeForce GTX 560 Ti, which features a core clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit bus, and uses a 40 nm design. It features 384 SPUs, 64 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 280 should theoretically be a bit faster than the GeForce GTX 560 Ti overall. (explain)
Texel RateThe GeForce GTX 560 Ti is a little bit (about 9%) faster with regards to texture filtering than the GeForce GTX 280. (explain)
Pixel RateThe GeForce GTX 560 Ti will be quite a bit (more or less 37%) faster with regards to anti-aliasing than the GeForce GTX 280, and capable of handling higher resolutions more effectively. (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 data (counted in megabytes per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the 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 are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.