Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 550 Ti
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has set the core frequency at 576 MHz. The GDDR3 RAM works at a speed of 999 MHz on this particular model. It features 192 SPUs along with 64 TAUs and 28 Rasterization Operator Units.
Compare those specs to the GeForce GTX 550 Ti, which has a GPU core clock 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 Stream Processors, 32 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 260 should be just a bit faster than the GeForce GTX 550 Ti overall. (explain)
Texel RateThe GeForce GTX 260 will be a lot (about 28%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 550 Ti is a better choice, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in MB per second) that can be transported over the external memory interface within a second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, it 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 anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out 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 fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.