Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 580 3GB
IntroThe GeForce GTX 550 Ti features a GPU core speed of 900 MHz, and the 1024 MB of GDDR5 memory runs at 1026 MHz through a 192-bit bus. It also is comprised of 192 SPUs, 32 TAUs, and 24 ROPs.
Compare that to the GeForce GTX 580 3GB, which uses a 40 nm design. nVidia has set the core speed at 772 MHz. The GDDR5 RAM works at a frequency of 1002 MHz on this model. It features 512 SPUs as well as 64 TAUs and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 3GB should be 95% faster than the GeForce GTX 550 Ti in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 580 3GB will be quite a bit (approximately 72%) faster with regards to texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 580 3GB should be a lot (about 72%) more effective at AA than the GeForce GTX 550 Ti, and will be capable of handling higher resolutions better. (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 max amount of data (counted in megabytes per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, 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 number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its 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 clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.