Compare any two graphics cards:
GeForce GTX Titan vs Geforce GTX 780
IntroThe GeForce GTX Titan comes with clock speeds of 837 MHz on the GPU, and 1502 MHz on the 6144 MB of GDDR5 RAM. It features 2688 SPUs along with 224 TAUs and 48 ROPs.
Compare those specifications to the Geforce GTX 780, which comes with a clock speed of 863 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 384-bit memory bus, and makes use of a 28 nm design. It is comprised of 2304 SPUs, 192 TAUs, and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same memory bandwidth, so in theory they should perform exactly the same. (explain)
Texel RateThe GeForce GTX Titan should be a small bit (more or less 13%) more effective at texture filtering than the Geforce GTX 780. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Geforce GTX 780 is superior to the GeForce GTX Titan, not by a very large margin though. (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 data (in units of MB per second) that can be transferred past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 processed in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the video 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 write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of 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 fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.