Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 460 comes with a core clock frequency of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also makes use of a 192-bit bus, and uses a 40 nm design. It features 336 SPUs, 56 TAUs, and 24 ROPs.
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 along with 32 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should be a bit faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 460 is quite a bit (approximately 31%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti is a lot (about 33%) more effective at AA than the GeForce GTX 460, and capable of handling higher screen resolutions without slowing down too much. (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: Memory bandwidth is the largest amount of information (counted in MB per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.