Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 460 comes with a core clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also uses a 192-bit bus, and makes use of a 40 nm design. It is comprised of 336 SPUs, 56 TAUs, and 24 ROPs.
Compare those specifications 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.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should be 14% quicker than the GeForce GTX 460 overall, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 460 is much (more or less 31%) more effective at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 550 Ti is a better choice, and very much so. (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 (in units of megabytes per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the bus width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the card will be at handling 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 the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units 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 memory bandwidth is, the lower the potential to reach the maximum fill rate.