Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 560
IntroThe GeForce GTX 480 comes with 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 TAUs, and 48 ROPs.
Compare that to the GeForce GTX 560, which uses a 40 nm design. nVidia has set the core speed at 810 MHz. The GDDR5 RAM works at a speed of 1001 MHz on this card. It features 336 SPUs along with 56 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 480 will be 38% quicker than the GeForce GTX 560 overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 560 is a little bit (more or less 8%) more effective at AF than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 is a lot (more or less 30%) faster with regards to FSAA than the GeForce GTX 560, and able to handle 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 largest amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.