Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 470 comes with a core clock speed of 607 MHz and a GDDR5 memory frequency of 837 MHz. It also makes use of a 320-bit bus, and uses a 40 nm design. It is comprised of 448 SPUs, 56 Texture Address Units, and 40 ROPs.
Compare all of that to the GeForce GTX 550 Ti, which features a core clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also makes use of a 192-bit bus, and uses a 40 nm design. It features 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 470 will be 36% quicker than the GeForce GTX 550 Ti overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 470 should be a bit (about 18%) better at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with a high resolution 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.
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 (counted in megabytes per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the bus width by its memory speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units of the card 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.