Compare any two graphics cards:
Geforce GTX 670 vs Geforce GTX 680
IntroThe Geforce GTX 670 features a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features 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 specs to the Geforce GTX 680, which has GPU core speed of 1006 MHz, and 2048 MB of GDDR5 memory running at 1502 MHz through a 256-bit bus. It also is comprised of 1536 Stream Processors, 128 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Geforce GTX 680 should in theory be a bit superior to the Geforce GTX 670 overall. (explain)
Texel RateThe Geforce GTX 680 will be quite a bit (more or less 26%) better at AF than the Geforce GTX 670. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Geforce GTX 680 is superior to the Geforce GTX 670, but only just. (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: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster 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 per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the clock 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 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 ability to get to the maximum fill rate.