Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 260 features a GPU core speed of 576 MHz, and the 896 MB of GDDR3 memory runs at 999 MHz through a 448-bit bus. It also is made up of 192 Stream Processors, 64 TAUs, and 28 Raster Operation Units.
Compare those specifications to the GeForce GTX 550 Ti, which has core clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs along with 32 Texture Address Units and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 is 14% quicker than the GeForce GTX 550 Ti in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 260 should be a lot (approximately 28%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using 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 largest amount of data (measured in MB per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.