Compare any two graphics cards:
GeForce GTX 260 Core 216 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 260 Core 216 features core clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 216 SPUs along with 72 TAUs and 28 ROPs.Compare all of that to the GeForce GTX 550 Ti, which features GPU clock speed of 900 MHz, and 1024 MB of GDDR5 memory running at 1026 MHz through a 192-bit bus. It also is comprised of 192 Stream Processors, 32 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce GTX 260 Core 216 is 14% quicker than the GeForce GTX 550 Ti in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 260 Core 216 will be quite a bit (approximately 44%) more effective at AF than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 550 Ti is superior to the GeForce GTX 260 Core 216, by a large margin. (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.
Specifications
Memory Bandwidth: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the 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 processed in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units 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 fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
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