Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 560
IntroThe GeForce GTX 480 features clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 RAM. It features 480 SPUs along with 60 Texture Address Units and 48 ROPs.
Compare all of that to the GeForce GTX 560, which uses a 40 nm design. nVidia has clocked the core frequency at 810 MHz. The GDDR5 memory runs at a speed of 1001 MHz on this particular model. It features 336 SPUs along with 56 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 480 should theoretically be quite a bit superior to the GeForce GTX 560 in general. (explain)
Texel RateThe GeForce GTX 560 is a bit (about 8%) better at AF than the GeForce GTX 480. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 480 is a better choice, 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 max amount of information (in units of MB per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.