Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 560
IntroThe GeForce GTX 480 comes with a GPU clock speed of 700 MHz, and the 1536 MB of GDDR5 RAM runs at 924 MHz through a 384-bit bus. It also is made up of 480 Stream Processors, 60 TAUs, and 48 ROPs.
Compare all of that to the GeForce GTX 560, which features clock speeds of 810 MHz on the GPU, and 1001 MHz on the 1024 MB of GDDR5 RAM. It features 336 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 480 should be much faster than the GeForce GTX 560 overall. (explain)
Texel RateThe GeForce GTX 560 is just a bit (about 8%) more effective at texture filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 will be quite a bit (more or less 30%) faster with regards to anti-aliasing than the GeForce GTX 560, and should be capable of handling higher screen resolutions without losing too much performance. (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 moved over the external memory interface within a second. The number is worked out by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total texture units by the core 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can 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 Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.