Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 550 Ti
IntroThe GeForce GTS 450 has core clock speeds of 783 MHz on the GPU, and 902 MHz on the 512 MB of GDDR5 memory. It features 192 SPUs as well as 32 Texture Address Units and 16 ROPs.
Compare those specs to the GeForce GTX 550 Ti, which comes with a core clock speed of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also makes use of 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)
Performance-wise, the GeForce GTX 550 Ti should in theory be a lot superior to the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 550 Ti should be a small bit (more or less 15%) better at AF than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 550 Ti should be a lot (approximately 72%) better at anti-aliasing than the GeForce GTS 450, and also should be able to handle higher screen resolutions better. (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 information (counted in megabytes per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 worked out by multiplying the total number of texture units of the card 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 applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the card's 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 is also dependant 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 maximum fill rate.