Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 560
IntroThe GeForce GTX 480 has clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 memory. It features 480 SPUs as well as 60 Texture Address Units and 48 ROPs.
Compare all that to the GeForce GTX 560, which features a clock frequency of 810 MHz and a GDDR5 memory frequency of 1001 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It is made up of 336 SPUs, 56 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 480 should theoretically be much better than the GeForce GTX 560 in general. (explain)
Texel RateThe GeForce GTX 560 should be a bit (approximately 8%) more effective at texture filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 will be a lot (about 30%) more effective at AA than the GeForce GTX 560, and also able to handle higher resolutions without slowing down too much. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. 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 can be processed in one second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory per 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 outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.