Compare any two graphics cards:
GeForce GTX 285 1GB vs Geforce GTX 680
IntroThe GeForce GTX 285 1GB has a core clock speed of 648 MHz and a GDDR3 memory speed of 1242 MHz. It also features a 512-bit memory bus, and makes use of a 55 nm design. It features 240 SPUs, 80 Texture Address Units, and 32 ROPs.
Compare those specifications to the Geforce GTX 680, which has core speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 1536 SPUs along with 128 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 680, in theory, should be quite a bit faster than the GeForce GTX 285 1GB in general. (explain)
Texel RateThe Geforce GTX 680 is quite a bit (approximately 148%) better at texture 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 max amount of information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). 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 potential to get to the maximum fill rate.