Compare any two graphics cards:
GeForce GTX 280 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 280 has a core clock frequency of 602 MHz and a GDDR3 memory frequency of 1107 MHz. It also makes use of a 512-bit memory bus, and uses a 65 nm design. It features 240 SPUs, 80 Texture Address Units, and 32 ROPs.
Compare all of that to the GeForce GTX 550 Ti, which comes with clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs along with 32 Texture Address Units and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 280 should be 44% quicker than the GeForce GTX 550 Ti in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 280 should be quite a bit (approximately 67%) more effective at AF than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is the winner, but not 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: Bandwidth is the maximum amount of data (measured in MB per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, 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 texture map elements (texels) that are processed in one second. This figure 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 handling 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 can possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.