Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 260 makes use of a 65 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 RAM runs at a speed of 999 MHz on this card. It features 192 SPUs along with 64 Texture Address Units and 28 Rasterization Operator Units.
Compare all that to the GeForce GTX 550 Ti, which features a core clock speed of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also makes use of a 192-bit bus, and makes use of a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should theoretically be a small bit faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 260 will be much (approximately 28%) faster with regards to texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 550 Ti is superior to the GeForce GTX 260, 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.
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 data (measured in MB per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, 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 the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.