Compare any two graphics cards:
GeForce GTX 295 vs Geforce GTX 680
IntroThe GeForce GTX 295 has a clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit memory bus, and makes use of a 55 nm design. It features 240 SPUs, 80 Texture Address Units, and 28 ROPs.
Compare all that to the Geforce GTX 680, which makes use of a 28 nm design. nVidia has set the core frequency at 1006 MHz. The GDDR5 memory runs at a frequency of 1502 MHz on this model. It features 1536 SPUs as well as 128 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 295 should be 16% faster than the Geforce GTX 680 overall, due to its higher bandwidth. (explain)
Texel RateThe Geforce GTX 680 will be a lot (about 40%) faster with regards to anisotropic filtering than the GeForce GTX 295. (explain)
Pixel RateThe GeForce GTX 295 is just a bit (about 0%) faster with regards to FSAA than the Geforce GTX 680, and capable of handling 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.
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 ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the max amount of information (measured in MB per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's 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 in one second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the graphics 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 maximum number of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.