Compare any two graphics cards:
GeForce GTX 275 vs GeForce GTX 560 Ti
IntroThe GeForce GTX 275 has a clock frequency of 633 MHz and a GDDR3 memory speed of 1134 MHz. It also uses a 448-bit bus, and makes use of a 55 nm design. It is made up of 240 SPUs, 80 TAUs, and 28 ROPs.
Compare all of that to the GeForce GTX 560 Ti, which features core clock speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 RAM. It features 384 SPUs along with 64 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 Ti should be a bit faster than the GeForce GTX 275 in general. (explain)
Texel RateThe GeForce GTX 560 Ti is a bit (approximately 4%) better at texture filtering than the GeForce GTX 275. (explain)
Pixel RateThe GeForce GTX 560 Ti should be a lot (about 48%) better at anti-aliasing than the GeForce GTX 275, and will be capable of handling higher screen 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 information (measured in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, 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 anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.