Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 560
IntroThe GeForce GTX 480 has a clock frequency of 700 MHz and a GDDR5 memory speed of 924 MHz. It also makes use of a 384-bit memory bus, and makes use of a 40 nm design. It features 480 SPUs, 60 TAUs, and 48 Raster Operation Units.
Compare that to the GeForce GTX 560, which has a GPU core clock speed of 810 MHz, and 1024 MB of GDDR5 memory set to run at 1001 MHz through a 256-bit bus. It also is made up of 336 Stream Processors, 56 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 480 should be much faster than the GeForce GTX 560 in general. (explain)
Texel RateThe GeForce GTX 560 will be just a bit (more or less 8%) more effective at texture filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 is quite a bit (more or less 30%) faster with regards to AA than the GeForce GTX 560, and also will be capable of handling higher screen resolutions while still performing well. (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 data (measured in MB per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the interface width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.