Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 550 Ti
IntroThe GeForce GTS 450 comes with a clock speed of 783 MHz and a GDDR5 memory speed of 902 MHz. It also features a 128-bit bus, and makes use of a 40 nm design. It is made up of 192 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the GeForce GTX 550 Ti, which features a clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also makes use of a 192-bit bus, and uses a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 24 ROPs.
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 is a little bit (more or less 15%) faster with regards to AF than the GeForce GTS 450. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is superior to the GeForce GTS 450, 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 largest amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 once again. If 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.