Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 uses a 40 nm design. nVidia has set the core frequency at 772 MHz. The GDDR5 RAM runs at a frequency of 1002 MHz on this model. It features 512 SPUs as well as 64 Texture Address Units and 48 ROPs.
Compare those specs to the Geforce GTX 680, which uses a 28 nm design. nVidia has set the core speed at 1006 MHz. The GDDR5 RAM is set to run at a speed of 1502 MHz on this particular 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)
Theoretically, the GeForce GTX 580 should perform a little bit faster than the Geforce GTX 680 overall. (explain)
Texel RateThe Geforce GTX 680 should be a lot (more or less 161%) more effective at AF than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 should be a little bit (about 15%) better at FSAA than the Geforce GTX 680, and capable of handling higher resolutions better. (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 moved across the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. If the card has DDR type 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 texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.