Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 680
IntroThe GeForce GTX 580 features a GPU clock speed of 772 MHz, and the 1536 MB of GDDR5 RAM is set to run at 1002 MHz through a 384-bit bus. It also is made up of 512 Stream Processors, 64 Texture Address Units, and 48 Raster Operation Units.
Compare those specifications to the Geforce GTX 680, which uses a 28 nm design. nVidia has set the core frequency at 1006 MHz. The GDDR5 memory runs at a speed of 1502 MHz on this particular card. 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)
The GeForce GTX 580 should theoretically be a little bit faster than the Geforce GTX 680 in general. (explain)
Texel RateThe Geforce GTX 680 is a lot (more or less 161%) better at texture filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 will be a small bit (approximately 15%) more effective at FSAA than the Geforce GTX 680, and should be 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: Memory bandwidth is the max amount of information (counted in megabytes per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.