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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 set the core frequency at 607 MHz. The GDDR5 RAM runs at a speed of 855 MHz on this particular model. It features 512 SPUs as well as 64 Texture Address Units and 48 ROPs.

Compare those specs to the Geforce GTX 770, which uses a 28 nm design. nVidia has set the core speed at 1046 MHz. The GDDR5 RAM works at a frequency of 1753 MHz on this card. It features 1536 SPUs along with 128 Texture Address Units and 32 Rasterization Operator Units.

(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, in theory, should perform quite a bit faster than the Geforce GTX 770 in general. (explain)

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

Texel Rate

The Geforce GTX 770 should be much (about 72%) more effective 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

If using high levels of AA is important to you, then the GeForce GTX 590 is the winner, by far. (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

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce GTX 590

Amazon.com

Other US-based stores

Geforce GTX 770

Amazon.com

Other US-based stores

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: Bandwidth is the max amount of information (measured in megabytes per second) that can be transported past the external memory interface within a second. The number is worked out by multiplying the interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount 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 maximum amount of pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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