Compare any two graphics cards:
GeForce GTX 580 vs Geforce GTX 670
IntroThe GeForce GTX 580 uses a 40 nm design. nVidia has clocked the core frequency at 772 MHz. The GDDR5 memory works at a frequency of 1002 MHz on this specific model. It features 512 SPUs along with 64 Texture Address Units and 48 ROPs.
Compare those specs to the Geforce GTX 670, which features clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. 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)
The GeForce GTX 580 should in theory perform a small bit faster than the Geforce GTX 670 in general. (explain)
Texel RateThe Geforce GTX 670 is quite a bit (more or less 107%) better at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 580 is the winner, by a large margin. (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 data (counted in MB per second) that can be transferred across the external memory interface within a second. The number is calculated by multiplying the bus width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 per second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, 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 most pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.