Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 comes with a clock frequency of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 384-bit bus, and makes use of a 40 nm design. It is made up of 512 SPUs, 64 TAUs, and 48 ROPs.
Compare that to the Geforce GTX 680, which features core clock speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 1536 SPUs along with 128 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 should perform a small bit faster than the Geforce GTX 680 in general. (explain)
Texel RateThe Geforce GTX 680 will be much (approximately 161%) more effective at texture filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 will be a little bit (more or less 15%) better at FSAA than the Geforce GTX 680, and will be able to handle higher resolutions while still performing well. (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 maximum amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, 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 processed per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, 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 maximum number of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.