Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 has 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 features 512 SPUs, 64 Texture Address Units, and 48 ROPs.
Compare all that to the Geforce GTX 680, which uses a 28 nm design. nVidia has set the core speed at 1006 MHz. The GDDR5 RAM runs at a speed of 1502 MHz on this model. It features 1536 SPUs as well as 128 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 should in theory perform a small bit faster than the Geforce GTX 680 in general. (explain)
Texel RateThe Geforce GTX 680 should be a lot (more or less 161%) faster with regards to anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 580 is superior to the Geforce GTX 680, not by a very large margin though. (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 information (in units of MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, 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 that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.