Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 670
IntroThe GeForce GTX 580 uses a 40 nm design. nVidia has set the core speed at 772 MHz. The GDDR5 memory runs at a frequency of 1002 MHz on this model. It features 512 SPUs along with 64 Texture Address Units and 48 Rasterization Operator Units.
Compare those specs to the Geforce GTX 670, which makes use of a 28 nm design. nVidia has set the core speed at 915 MHz. The GDDR5 RAM works at a speed of 1500 MHz on this model. It features 1344 SPUs as well as 112 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 580 should be a small bit faster than the Geforce GTX 670 in general. (explain)
Texel RateThe Geforce GTX 670 will be much (approximately 107%) better at AF than the GeForce GTX 580. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 580 is the winner, by a large margin. (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 maximum amount of information (measured in MB per second) that can be moved past the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics 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 maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.