Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 670
IntroThe GeForce GTX 580 makes use of a 40 nm design. nVidia has set the core frequency at 772 MHz. The GDDR5 memory works at a frequency of 1002 MHz on this card. It features 512 SPUs as well as 64 TAUs and 48 ROPs.
Compare all that 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 card. It features 1344 SPUs along with 112 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 580 should perform just a bit faster than the Geforce GTX 670 overall. (explain)
Texel RateThe Geforce GTX 670 is much (more or less 107%) better at texture filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 is quite a bit (about 27%) faster with regards to AA than the Geforce GTX 670, and also will be capable of handling 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 information (in units of MB per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to the 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 lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.