Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 280 has a clock frequency of 602 MHz and a GDDR3 memory speed of 1107 MHz. It also features a 512-bit memory bus, and uses a 65 nm design. It features 240 SPUs, 80 TAUs, and 32 ROPs.
Compare those specifications to the GeForce GTX 560 Ti, which has clock speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 RAM. It features 384 SPUs as well as 64 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 280 is 10% quicker than the GeForce GTX 560 Ti overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 560 Ti is a bit (more or less 9%) better at AF than the GeForce GTX 280. (explain)
Pixel RateThe GeForce GTX 560 Ti should be quite a bit (approximately 37%) better at FSAA than the GeForce GTX 280, and will be capable of handling 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 (counted in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high 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 speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.