Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 580 3GB
IntroThe GeForce GTX 550 Ti has a GPU core speed of 900 MHz, and the 1024 MB of GDDR5 memory is set to run at 1026 MHz through a 192-bit bus. It also is comprised of 192 Stream Processors, 32 Texture Address Units, and 24 Raster Operation Units.
Compare those specs to the GeForce GTX 580 3GB, which has a clock speed of 772 MHz and a GDDR5 memory frequency of 1002 MHz. It also makes use of a 384-bit bus, and uses a 40 nm design. It is comprised of 512 SPUs, 64 Texture Address Units, and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 3GB should perform quite a bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 580 3GB should be much (more or less 72%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 580 3GB should be much (approximately 72%) better at anti-aliasing than the GeForce GTX 550 Ti, and should be able to handle 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 largest amount of information (in units of MB per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.