Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 560 Ti
IntroThe GeForce GTX 550 Ti has a GPU core speed of 900 MHz, and the 1024 MB of GDDR5 RAM runs at 1026 MHz through a 192-bit bus. It also is made up of 192 Stream Processors, 32 TAUs, and 24 Raster Operation Units.
Compare those specifications to the GeForce GTX 560 Ti, which makes use of a 40 nm design. nVidia has set the core speed at 822 MHz. The GDDR5 RAM runs at a frequency of 1002 MHz on this card. It features 384 SPUs as well as 64 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti, in theory, should perform a lot faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be a lot (more or less 83%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 560 Ti is a lot (more or less 22%) better at FSAA than the GeForce GTX 550 Ti, and will be able to handle 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: Bandwidth is the max amount of information (counted in megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number 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 graphics 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 maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core 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 rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.