Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 memory is set to run at a frequency of 999 MHz on this particular card. It features 192 SPUs as well as 64 TAUs and 28 ROPs.
Compare all 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 SPUs, 32 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 260 should theoretically be just a bit better than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 260 should be a lot (about 28%) faster with regards to texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 550 Ti is superior to the GeForce GTX 260, 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: Memory bandwidth is the max amount of information (measured in MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it must 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.