Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 features core speeds of 772 MHz on the GPU, and 1002 MHz on the 1536 MB of GDDR5 RAM. It features 512 SPUs as well as 64 Texture Address Units and 48 ROPs.
Compare all of that to the Geforce GTX 680, which features GPU core speed of 1006 MHz, and 2048 MB of GDDR5 memory running at 1502 MHz through a 256-bit bus. It also is made up of 1536 Stream Processors, 128 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 580 will be 0% faster than the Geforce GTX 680 in general, because of its greater data rate. (explain)
Texel RateThe Geforce GTX 680 is a lot (more or less 161%) faster with regards to texture filtering than the GeForce GTX 580. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 580 is superior to the Geforce GTX 680, but it probably won't make a huge difference. (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 information (in units of megabytes per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, 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 texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.