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 TAUs and 16 ROPs.
Compare all of that to the GeForce GTX 550 Ti, which features GPU core speed of 900 MHz, and 1024 MB of GDDR5 memory 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)
In theory, the GeForce GTX 550 Ti will be 71% faster than the GeForce GTS 450 in general, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 550 Ti will be a bit (more or less 15%) more effective at AF than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 550 Ti is a lot (more or less 72%) more effective at FSAA than the GeForce GTS 450, and capable of handling higher resolutions more effectively. (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 max amount of data (measured in MB per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in a 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 - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.