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 particular card. It features 512 SPUs along with 64 TAUs and 48 ROPs.
Compare those specifications to the Geforce GTX 670, which uses a 28 nm design. nVidia has clocked the core frequency at 915 MHz. The GDDR5 RAM runs at a speed of 1500 MHz on this specific model. It features 1344 SPUs along with 112 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 should theoretically perform a bit faster than the Geforce GTX 670 in general. (explain)
Texel RateThe Geforce GTX 670 will be a lot (about 107%) better at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 should be much (about 27%) more effective at full screen anti-aliasing than the Geforce GTX 670, and should be 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 largest amount of data (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 the speed of its memory. In the case of DDR type memory, the result should 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the clock speed of the card. 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 fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.