Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 550 Ti
IntroThe GeForce GTS 450 makes use of a 40 nm design. nVidia has clocked the core frequency at 783 MHz. The GDDR5 RAM works at a speed of 902 MHz on this model. It features 192 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all of that to the GeForce GTX 550 Ti, which has a core clock frequency of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also makes use of a 192-bit bus, and uses a 40 nm design. It is made up of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 550 Ti should perform much faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 550 Ti is a small bit (approximately 15%) faster with regards to texture filtering than the GeForce GTS 450. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 550 Ti is the winner, 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: Bandwidth is the max amount of data (in units of MB per second) that can be transferred across 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 RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs 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 output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.