Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 560
IntroThe GeForce GTX 480 has a clock speed of 700 MHz and a GDDR5 memory frequency of 924 MHz. It also uses a 384-bit bus, and uses a 40 nm design. It is comprised of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Compare all that to the GeForce GTX 560, which makes use of a 40 nm design. nVidia has clocked the core frequency at 810 MHz. The GDDR5 memory works at a speed of 1001 MHz on this model. It features 336 SPUs as well as 56 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 480 will be 38% faster than the GeForce GTX 560 in general, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 560 is a bit (more or less 8%) faster with regards to AF than the GeForce GTX 480. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 480 is the winner, 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: Bandwidth is the max amount of information (measured in megabytes per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.