Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 260 features a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit memory bus, and makes use of a 65 nm design. It is comprised of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.
Compare those specifications to the GeForce GTX 550 Ti, which comes with GPU core speed of 900 MHz, and 1024 MB of GDDR5 RAM set to run at 1026 MHz through a 192-bit bus. It also features 192 SPUs, 32 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should in theory perform a small bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe GeForce GTX 260 should be much (approximately 28%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti will be a lot (approximately 34%) better at full screen anti-aliasing than the GeForce GTX 260, and capable of handling higher resolutions more effectively. (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 megabytes per second) that can be transferred across the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs 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 fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.