Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 features a GPU core clock speed of 772 MHz, and the 1536 MB of GDDR5 RAM runs at 1002 MHz through a 384-bit bus. It also is made up of 512 SPUs, 64 Texture Address Units, and 48 Raster Operation Units.
Compare those specifications to the Geforce GTX 680, which comes with GPU clock speed of 1006 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 256-bit bus. It also features 1536 Stream Processors, 128 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 580 should theoretically be a little bit better than the Geforce GTX 680 overall. (explain)
Texel RateThe Geforce GTX 680 should be quite a bit (about 161%) better at AF than the GeForce GTX 580. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 580 is a better choice, but not by far. (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 data (in units of MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core 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 is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.