Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 comes with a clock speed of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also uses a 384-bit memory bus, and makes use of a 40 nm design. It is made up of 512 SPUs, 64 TAUs, and 48 ROPs.
Compare all that to the Geforce GTX 680, which has a clock speed of 1006 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 256-bit bus, and uses a 28 nm design. It is made up of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 should be a small bit faster than the Geforce GTX 680 overall. (explain)
Texel RateThe Geforce GTX 680 will be a lot (more or less 161%) more effective at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 580 is superior to the Geforce GTX 680, though 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: Bandwidth is the max amount of data (in units of MB per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.