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 memory. It features 512 SPUs as well as 64 Texture Address Units and 48 ROPs.
Compare those specifications to the Geforce GTX 670, which comes with a core clock frequency of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also makes use of a 256-bit memory bus, and uses a 28 nm design. It is made up of 1344 SPUs, 112 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 should be a bit faster than the Geforce GTX 670 overall. (explain)
Texel RateThe Geforce GTX 670 is much (approximately 107%) more effective at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 will be a lot (about 27%) better at anti-aliasing than the Geforce GTX 670, and also capable of handling higher screen resolutions more effectively. (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 maximum amount of information (measured in MB per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher 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 are processed in one second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes 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 memory bandwidth is, the lower the ability to reach the max fill rate.