Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 580 3GB
IntroThe GeForce GTX 550 Ti uses a 40 nm design. nVidia has clocked the core frequency at 900 MHz. The GDDR5 memory is set to run at a frequency of 1026 MHz on this particular model. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.
Compare all of that to the GeForce GTX 580 3GB, which has GPU clock speed of 772 MHz, and 3072 MB of GDDR5 RAM set to run at 1002 MHz through a 384-bit bus. It also is made up of 512 Stream Processors, 64 Texture Address Units, and 48 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 3GB should in theory be a lot faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 580 3GB is quite a bit (more or less 72%) faster with regards to texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 580 3GB should be much (about 72%) better at full screen anti-aliasing than the GeForce GTX 550 Ti, and able to handle higher resolutions without slowing down too much. (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 MB per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, 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 most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.