Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 550 Ti
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has clocked the core speed at 783 MHz. The GDDR5 RAM works at a frequency of 902 MHz on this model. It features 192 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare all that to the GeForce GTX 550 Ti, which features a clock speed of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also uses a 192-bit bus, and makes use of a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should perform quite a bit faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 550 Ti will be a small bit (more or less 15%) better at texture filtering 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 a better choice, by far. (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 maximum amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the bus width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 amount 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 clock speed of the chip. The better the texel rate, the better the 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 the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.