Compare any two graphics cards:
GeForce GTX 570 vs Geforce GTX 670
IntroThe GeForce GTX 570 comes with a clock speed of 732 MHz and a GDDR5 memory speed of 950 MHz. It also features a 320-bit memory bus, and makes use of a 40 nm design. It is made up of 480 SPUs, 60 Texture Address Units, and 40 ROPs.
Compare those specifications to the Geforce GTX 670, which has a clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also uses a 256-bit bus, and makes use of a 28 nm design. It is comprised of 1344 SPUs, 112 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Geforce GTX 670 should perform much faster than the GeForce GTX 570 in general. (explain)
Texel RateThe Geforce GTX 670 should be much (more or less 133%) better at texture filtering than the GeForce GTX 570. (explain)
Pixel RateBoth cards have exactly the same pixel rate, so in theory they should be equally good at at anti-aliasing, and be able to handle the same screen resolutions. (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 max amount of data (counted in MB per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher 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 number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.