Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 670
IntroThe GeForce GTX 580 comes with a GPU core speed of 772 MHz, and the 1536 MB of GDDR5 RAM is set to run at 1002 MHz through a 384-bit bus. It also is made up of 512 SPUs, 64 Texture Address Units, and 48 Raster Operation Units.
Compare that to the Geforce GTX 670, which comes with GPU clock speed of 915 MHz, and 2048 MB of GDDR5 memory running at 1500 MHz through a 256-bit bus. It also is made up of 1344 SPUs, 112 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 580 should in theory be just a bit better than the Geforce GTX 670 overall. (explain)
Texel RateThe Geforce GTX 670 will be much (approximately 107%) more effective at texture filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 should be a lot (more or less 27%) more effective at anti-aliasing than the Geforce GTX 670, and also able to handle higher screen resolutions better. (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 max amount of data (in units of megabytes per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units 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 applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.