Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 260 comes with a clock frequency of 576 MHz and a GDDR3 memory speed of 999 MHz. It also makes use of a 448-bit memory bus, and uses a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 ROPs.
Compare those specifications to the GeForce GTX 550 Ti, which makes use of a 40 nm design. nVidia has set the core frequency at 900 MHz. The GDDR5 memory runs at a frequency of 1026 MHz on this specific card. 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)
The GeForce GTX 260, in theory, should perform a little bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 260 will be a lot (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 the winner, and very much so. (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 maximum amount of information (in units of megabytes per second) that can be transported across the external memory interface within a second. It's calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, 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 can be applied per second. This number 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 card will be at 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 graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.