Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 280 features a clock speed of 602 MHz and a GDDR3 memory frequency of 1107 MHz. It also makes use of a 512-bit bus, and makes use of a 65 nm design. It is comprised of 240 SPUs, 80 TAUs, and 32 Raster Operation Units.
Compare all that to the GeForce GTX 560 Ti, which has a clock speed of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit bus, and makes use of a 40 nm design. It features 384 SPUs, 64 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 280, in theory, should perform just a bit faster than the GeForce GTX 560 Ti overall. (explain)
Texel RateThe GeForce GTX 560 Ti should be a small bit (about 9%) more effective at texture filtering than the GeForce GTX 280. (explain)
Pixel RateThe GeForce GTX 560 Ti should be much (approximately 37%) more effective at FSAA than the GeForce GTX 280, and also should be able to handle higher 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 maximum amount of data (in units of megabytes per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 amount of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.