Compare any two graphics cards:
GeForce GTX 570 vs Geforce GTX 670
IntroThe GeForce GTX 570 features a core clock speed of 732 MHz and a GDDR5 memory speed of 950 MHz. It also makes use of a 320-bit bus, and uses a 40 nm design. It features 480 SPUs, 60 TAUs, and 40 Raster Operation Units.
Compare those specifications to the Geforce GTX 670, which comes with core clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs as well as 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 670 should be much faster than the GeForce GTX 570 in general. (explain)
Texel RateThe Geforce GTX 670 is a lot (about 133%) better at texture filtering than the GeForce GTX 570. (explain)
Pixel RateBoth cards have the exact same pixel rate, so in theory they should be equally good at at FSAA, 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: Bandwidth is the max amount of data (measured in megabytes per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core speed of the card. 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 lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.