Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 280 features a clock frequency of 602 MHz and a GDDR3 memory speed of 1107 MHz. It also uses a 512-bit bus, and makes use of a 65 nm design. It is made up of 240 SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the GeForce GTX 550 Ti, which has a clock frequency of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 280 should in theory be a lot superior to the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 280 is quite a bit (approximately 67%) faster with regards to texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is a better choice, though only just barely. (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 maximum amount of information (measured in megabytes per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.