Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 570
IntroThe GeForce GTX 560 Ti features a core clock speed of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also makes use of a 256-bit memory bus, and uses a 40 nm design. It is made up of 384 SPUs, 64 TAUs, and 32 Raster Operation Units.
Compare all that to the GeForce GTX 570, which features GPU core speed of 732 MHz, and 1280 MB of GDDR5 RAM running at 950 MHz through a 320-bit bus. It also is comprised of 480 Stream Processors, 60 Texture Address Units, and 40 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 570 should theoretically be a bit superior to the GeForce GTX 560 Ti in general. (explain)
Texel RateThe GeForce GTX 560 Ti will be a bit (more or less 20%) better at texture filtering than the GeForce GTX 570. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 570 is superior to the GeForce GTX 560 Ti, but not by far. (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: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, 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 texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.