Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 580 3GB
IntroThe GeForce GTX 550 Ti has core clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.
Compare those specs to the GeForce GTX 580 3GB, which comes with a core clock speed of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 384-bit memory bus, and makes use of a 40 nm design. It is comprised of 512 SPUs, 64 TAUs, and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 3GB should theoretically perform quite a bit faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 580 3GB will be much (more or less 72%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 580 3GB will be quite a bit (about 72%) faster with regards to full screen anti-aliasing than the GeForce GTX 550 Ti, and 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 moved over the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.