Compare any two graphics cards:
Geforce GTX 670 vs Geforce GTX 680
IntroThe Geforce GTX 670 comes with a core clock frequency of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also uses a 256-bit memory bus, and makes use of a 28 nm design. It features 1344 SPUs, 112 Texture Address Units, and 32 ROPs.
Compare that to the Geforce GTX 680, which has core speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. 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)
The Geforce GTX 680, in theory, should perform just a bit faster than the Geforce GTX 670 in general. (explain)
Texel RateThe Geforce GTX 680 is a lot (about 26%) faster with regards to texture filtering than the Geforce GTX 670. (explain)
Pixel RateThe Geforce GTX 680 is just a bit (more or less 10%) more effective at anti-aliasing than the Geforce GTX 670, and capable of handling higher screen 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.
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: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video 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 most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.