Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 makes use of a 40 nm design. nVidia has set the core speed at 772 MHz. The GDDR5 RAM works at a frequency of 1002 MHz on this card. It features 512 SPUs along with 64 Texture Address Units and 48 ROPs.
Compare those specs to the Geforce GTX 680, which features GPU clock speed of 1006 MHz, and 2048 MB of GDDR5 memory set to run at 1502 MHz through a 256-bit bus. It also is made up of 1536 Stream Processors, 128 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 should in theory perform just a bit faster than the Geforce GTX 680 in general. (explain)
Texel RateThe Geforce GTX 680 is a lot (about 161%) better at AF than the GeForce GTX 580. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 580 is a better choice, 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 information (measured in megabytes per second) that can be transferred over the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core 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 rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.