Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 550 Ti
IntroThe GeForce GTS 450 has a GPU core speed of 783 MHz, and the 512 MB of GDDR5 RAM is set to run at 902 MHz through a 128-bit bus. It also features 192 SPUs, 32 TAUs, and 16 ROPs.
Compare all of that to the GeForce GTX 550 Ti, which has a GPU core clock speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1026 MHz through a 192-bit bus. It also features 192 Stream Processors, 32 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 550 Ti should in theory be quite a bit superior to the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 550 Ti is a little bit (more or less 15%) more effective at AF than the GeForce GTS 450. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is the winner, by a large margin. (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 data (measured in MB per second) that can be moved past the external memory interface in one second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, 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 graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.