Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6770 1GB
IntroThe GeForce GTX 550 Ti comes with a GPU core clock speed of 900 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1026 MHz through a 192-bit bus. It also is made up of 192 SPUs, 32 Texture Address Units, and 24 ROPs.
Compare those specifications to the Radeon HD 6770 1GB, which has a clock frequency of 900 MHz and a GDDR5 memory speed of 1050 MHz. It also features a 128-bit bus, and makes use of a 40 nm design. It is comprised of 800 SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti, in theory, should be quite a bit faster than the Radeon HD 6770 1GB in general. (explain)
Texel RateThe Radeon HD 6770 1GB will be a lot (more or less 25%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with high levels of AA 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of MB per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, 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 number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. 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 fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.