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GeForce GTX 295 vs Geforce GTX 680


The GeForce GTX 295 has a core clock speed of 576 MHz and a GDDR3 memory speed of 999 MHz. It also makes use of a 448-bit bus, and makes use of a 55 nm design. It features 240 SPUs, 80 Texture Address Units, and 28 ROPs.

Compare that to the Geforce GTX 680, which has GPU core speed of 1006 MHz, and 2048 MB of GDDR5 memory running at 1502 MHz through a 256-bit bus. It also features 1536 SPUs, 128 Texture Address Units, and 32 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Geforce GTX 680 195 Watts
GeForce GTX 295 289 Watts
Difference: 94 Watts (48%)

Memory Bandwidth

The GeForce GTX 295, in theory, should be a small bit faster than the Geforce GTX 680 in general. (explain)

GeForce GTX 295 223776 MB/sec
Geforce GTX 680 192256 MB/sec
Difference: 31520 (16%)

Texel Rate

The Geforce GTX 680 should be a lot (more or less 40%) better at anisotropic filtering than the GeForce GTX 295. (explain)

Geforce GTX 680 128768 Mtexels/sec
GeForce GTX 295 92160 Mtexels/sec
Difference: 36608 (40%)

Pixel Rate

The GeForce GTX 295 is a small bit (about 0%) more effective at anti-aliasing than the Geforce GTX 680, and should be capable of handling higher screen resolutions better. (explain)

GeForce GTX 295 32256 Mpixels/sec
Geforce GTX 680 32192 Mpixels/sec
Difference: 64 (0%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

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GeForce GTX 295

Geforce GTX 680

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.


Display Specifications

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Model GeForce GTX 295 Geforce GTX 680
Manufacturer nVidia nVidia
Year January 8, 2009 March 2012
Code Name G200b GK104
Memory 896 MB (x2) 2048 MB
Core Speed 576 MHz (x2) 1006 MHz
Memory Speed 1998 MHz (x2) 6008 MHz
Power (Max TDP) 289 watts 195 watts
Bandwidth 223776 MB/sec 192256 MB/sec
Texel Rate 92160 Mtexels/sec 128768 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 32192 Mpixels/sec
Unified Shaders 240 (x2) 1536
Texture Mapping Units 80 (x2) 128
Render Output Units 28 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 448-bit (x2) 256-bit
Fab Process 55 nm 28 nm
Transistors 1400 million 3540 million
Bus PCIe x16 2.0 PCIe 3.0 x16
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.1 OpenGL 4.2

Memory Bandwidth: Bandwidth is the max amount of data (counted in megabytes per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the interface width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This 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 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 the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.


6 Responses to “GeForce GTX 295 vs Geforce GTX 680”
SpArTaN says:

Damn xD A GTX295 beats a GTX680

derp says:

No it doesn't - this theoretical chart doesn't take internal SLI scaling efficiency of 295 in to account. In real world, 680 wipes the floor off 295.

Cumshotfake says:

The GTX 295 still performs impressively with current games, if you are ok with DX 10.
Also it comes quite close to the GTX 680's general performance in high resolutions. But keep in mind, that a 680 is a single graphic chip, that needs less power and has the overall way better performance than an older GTX 295.

ggyyggygygygyyggyyg says:

Theoretical BS.

here is realworld results:

SilenceMan says:

Lol GTX 295 comes neck to neck with GTX 680...if someone doesn't"t have problem with Dx10 he can sli them and easily in 3D programs beats all GPUs except GTX 690....

in general until 2015-2016 would be really good....then you will be able to buy from series : 9xx and 10xx...

Matt says:

It took a while but you can now 3-way two 295's and dedicate the last half to Phys-X.

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