Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 670
IntroThe GeForce GTX 580 has core speeds of 772 MHz on the GPU, and 1002 MHz on the 1536 MB of GDDR5 RAM. It features 512 SPUs along with 64 Texture Address Units and 48 Rasterization Operator Units.
Compare all that to the Geforce GTX 670, which features GPU core speed of 915 MHz, and 2048 MB of GDDR5 memory set to run at 1500 MHz through a 256-bit bus. It also is comprised of 1344 Stream Processors, 112 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, 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%) better at texture filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 will be quite a bit (approximately 27%) more effective at anti-aliasing than the Geforce GTX 670, and also will be capable of handling higher 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: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR 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 amount of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.