Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 280 uses a 65 nm design. nVidia has clocked the core speed at 602 MHz. The GDDR3 memory runs at a speed of 1107 MHz on this model. It features 240 SPUs along with 80 Texture Address Units and 32 ROPs.
Compare those specs to the GeForce GTX 560 Ti, which features a core clock speed of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also features a 256-bit memory bus, and uses a 40 nm design. It is comprised of 384 SPUs, 64 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 280 should in theory be a small bit superior to the GeForce GTX 560 Ti overall. (explain)
Texel RateThe GeForce GTX 560 Ti is a small bit (approximately 9%) better at texture filtering than the GeForce GTX 280. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 560 Ti is the winner, and very much so. (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 megabytes per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.