Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 550 Ti
IntroThe GeForce GTX 460 1GB comes with a clock frequency of 675 MHz and a GDDR5 memory speed of 900 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It is made up of 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare those specs 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 RAM. It features 192 SPUs as well as 32 TAUs and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 1GB should perform a small bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 460 1GB will be much (more or less 31%) more effective at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateBoth cards have exactly the same pixel rate, so theoretically they should be equally good at at anti-aliasing, and be capable of handling the same resolutions. (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 one second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the video 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 maximum number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.