Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 550 Ti
IntroThe GeForce GTX 460 1GB has core clock speeds of 675 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 memory. It features 336 SPUs along with 56 TAUs and 32 Rasterization Operator Units.
Compare all of that to the GeForce GTX 550 Ti, which comes with a clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also makes use of a 192-bit memory bus, and makes use of a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 460 1GB should in theory perform a small bit faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 460 1GB is a lot (more or less 31%) faster with regards to AF than the GeForce GTX 550 Ti. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so theoretically they should be equally good at at anti-aliasing, and be capable of handling the same screen 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 maximum amount of information (measured in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.