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 comprised of 480 Stream Processors, 60 TAUs, and 48 ROPs.
Compare all of that to the GeForce GTX 560, which features a clock frequency of 810 MHz and a GDDR5 memory speed of 1001 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 480 should be quite a bit faster than the GeForce GTX 560 overall. (explain)
Texel RateThe GeForce GTX 560 is a little bit (more or less 8%) more effective at texture filtering than the GeForce GTX 480. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 480 is superior to the GeForce GTX 560, 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 data (measured in megabytes per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 can be applied in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.