Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 470 uses a 40 nm design. nVidia has clocked the core speed at 607 MHz. The GDDR5 RAM runs at a speed of 837 MHz on this model. It features 448 SPUs along with 56 TAUs and 40 ROPs.
Compare all that to the GeForce GTX 550 Ti, which features clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs along with 32 Texture Address Units and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 470 will be 36% faster than the GeForce GTX 550 Ti in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 470 should be just a bit (approximately 18%) faster with regards to anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 470 is a better choice, but not by far. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the max amount of information (in units of MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.