Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 280 has core clock speeds of 602 MHz on the GPU, and 1107 MHz on the 1024 MB of GDDR3 RAM. It features 240 SPUs along with 80 TAUs and 32 ROPs.
Compare all of that to the GeForce GTX 550 Ti, which comes with a GPU core clock speed of 900 MHz, and 1024 MB of GDDR5 memory set to run at 1026 MHz through a 192-bit bus. It also is made up of 192 Stream Processors, 32 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 280 should be a lot faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 280 should be a lot (more or less 67%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti is a little bit (more or less 12%) faster with regards to AA than the GeForce GTX 280, and should be able to handle higher resolutions without losing too much performance. (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 (in units of MB per second) that can be transferred past the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total amount of texture units of the card 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 applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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 of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.