Compare any two graphics cards:
GeForce GTS 250 1GB vs GeForce GTX 550 Ti
IntroThe GeForce GTS 250 1GB has a clock speed of 738 MHz and a GDDR3 memory frequency of 1100 MHz. It also uses a 256-bit memory bus, and makes use of a 65/55 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare all of that to the GeForce GTX 550 Ti, which has GPU clock speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1026 MHz through a 192-bit bus. It also is comprised of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should theoretically be much faster than the GeForce GTS 250 1GB in general. (explain)
Texel RateThe GeForce GTS 250 1GB should be much (more or less 64%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti is a lot (more or less 83%) more effective at FSAA than the GeForce GTS 250 1GB, and also should be able to handle higher resolutions better. (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 data (measured in MB per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR 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 AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.