Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 670
IntroThe GeForce GTX 580 comes with a GPU core clock speed of 772 MHz, and the 1536 MB of GDDR5 memory runs at 1002 MHz through a 384-bit bus. It also is made up of 512 Stream Processors, 64 TAUs, and 48 ROPs.
Compare those specs to the Geforce GTX 670, which makes use of a 28 nm design. nVidia has set the core frequency at 915 MHz. The GDDR5 memory is set to run at a frequency of 1500 MHz on this card. It features 1344 SPUs along with 112 TAUs 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 is 0% quicker than the Geforce GTX 670 overall, due to its greater bandwidth. (explain)
Texel RateThe Geforce GTX 670 will be quite a bit (more or less 107%) more effective at texture filtering than the GeForce GTX 580. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 580 is superior to the Geforce GTX 670, and very much so. (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 largest amount of data (counted in MB per second) that can be moved across 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 type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total texture units of the card by the core 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.