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GeForce GTX 590 vs Geforce GTX 770

Intro

The GeForce GTX 590 makes use of a 40 nm design. nVidia has clocked the core frequency at 607 MHz. The GDDR5 RAM runs at a frequency of 855 MHz on this specific card. It features 512 SPUs as well as 64 TAUs and 48 Rasterization Operator Units.

Compare that to the Geforce GTX 770, which features GPU clock speed of 1046 MHz, and 2048 MB of GDDR5 memory set to run at 1753 MHz through a 256-bit bus. It also is made up of 1536 SPUs, 128 TAUs, and 32 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Geforce GTX 770 230 Watts
GeForce GTX 590 365 Watts
Difference: 135 Watts (59%)

Memory Bandwidth

The GeForce GTX 590 should in theory perform much faster than the Geforce GTX 770 overall. (explain)

GeForce GTX 590 328320 MB/sec
Geforce GTX 770 224384 MB/sec
Difference: 103936 (46%)

Texel Rate

The Geforce GTX 770 is a lot (approximately 72%) better at texture filtering than the GeForce GTX 590. (explain)

Geforce GTX 770 133888 Mtexels/sec
GeForce GTX 590 77696 Mtexels/sec
Difference: 56192 (72%)

Pixel Rate

The GeForce GTX 590 is quite a bit (approximately 74%) faster with regards to full screen anti-aliasing than the Geforce GTX 770, and will be able to handle higher resolutions while still performing well. (explain)

GeForce GTX 590 58272 Mpixels/sec
Geforce GTX 770 33472 Mpixels/sec
Difference: 24800 (74%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

GeForce GTX 590

Amazon.com

Geforce GTX 770

Amazon.com

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.

Specifications

Model GeForce GTX 590 Geforce GTX 770
Manufacturer nVidia nVidia
Year March 2011 May 2013
Code Name GF110 GK104
Fab Process 40 nm 28 nm
Bus PCIe 2.0 x16 PCIe 3.0 x16
Memory 1536 MB (x2) 2048 MB
Core Speed 607 MHz (x2) 1046 MHz
Shader Speed 1215 MHz (x2) 1046 MHz
Memory Speed 855 MHz (3420 MHz effective) (x2) 1753 MHz (7012 MHz effective)
Unified Shaders 512 (x2) 1536
Texture Mapping Units 64 (x2) 128
Render Output Units 48 (x2) 32
Bus Type GDDR5 GDDR5
Bus Width 384-bit (x2) 256-bit
DirectX Version DirectX 11 DirectX 11.0
OpenGL Version OpenGL 4.1 OpenGL 4.3
Power (Max TDP) 365 watts 230 watts
Shader Model 5.0 5.0
Bandwidth 328320 MB/sec 224384 MB/sec
Texel Rate 77696 Mtexels/sec 133888 Mtexels/sec
Pixel Rate 58272 Mpixels/sec 33472 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 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, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of 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 processed in one 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. The number is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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