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 memory. It features 240 SPUs as well as 80 TAUs and 32 ROPs.
Compare those specs to the GeForce GTX 550 Ti, which comes with a clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also makes use of a 192-bit memory bus, and uses a 40 nm design. It features 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 280 should perform a lot faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 280 should be much (more or less 67%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti will be just a bit (about 12%) better at AA than the GeForce GTX 280, and also 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: Bandwidth is the largest amount of information (counted in MB per second) that can be moved past the external memory interface within a second. It is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.