Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 470 features a clock speed of 607 MHz and a GDDR5 memory speed of 837 MHz. It also makes use of a 320-bit memory bus, and uses a 40 nm design. It features 448 SPUs, 56 Texture Address Units, and 40 Raster Operation Units.
Compare all that to the GeForce GTX 550 Ti, which comes with GPU core speed of 900 MHz, and 1024 MB of GDDR5 memory running at 1026 MHz through a 192-bit bus. It also is made up of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 470 should be much faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 470 is a small bit (approximately 18%) more effective at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 470 is superior to the GeForce GTX 550 Ti, but only just. (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 maximum amount of data (in units of MB per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type memory, the result 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 anti-aliasing, 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 figure is calculated by multiplying the total amount of texture units 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 processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour 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 rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.