Compare any two graphics cards:
GeForce GTX 285 1GB vs Geforce GTX 680
IntroThe GeForce GTX 285 1GB features a core clock speed of 648 MHz and a GDDR3 memory speed of 1242 MHz. It also features a 512-bit memory bus, and uses a 55 nm design. It is made up of 240 SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
Compare all of that to the Geforce GTX 680, which has core clock speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs along with 128 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 680 should be quite a bit faster than the GeForce GTX 285 1GB in general. (explain)
Texel RateThe Geforce GTX 680 will be a lot (more or less 148%) more effective at anisotropic filtering than the GeForce GTX 285 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Geforce GTX 680 is superior to the GeForce GTX 285 1GB, by far. (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 largest amount of data (in units of MB per second) that can be moved past 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 type RAM, it 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 AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number 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 video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.