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 frequency of 1500 MHz. It also makes use of a 256-bit memory bus, and makes use of a 28 nm design. It is comprised of 1344 SPUs, 112 Texture Address Units, and 32 ROPs.
Compare those specifications to the Geforce GTX 680, which features core 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 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 680 should perform a bit faster than the Geforce GTX 670 overall. (explain)
Texel RateThe Geforce GTX 680 will be quite a bit (about 26%) faster with regards to anisotropic filtering than the Geforce GTX 670. (explain)
Pixel RateThe Geforce GTX 680 is a small bit (about 10%) more effective at anti-aliasing than the Geforce GTX 670, and also able to handle higher screen resolutions more effectively. (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 data (in units of megabytes per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics 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 could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.