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GeForce GTX 590 vs Geforce GTX 770


The GeForce GTX 590 has a core clock frequency of 607 MHz and a GDDR5 memory speed of 855 MHz. It also features a 384-bit bus, and uses a 40 nm design. It is made up of 512 SPUs, 64 Texture Address Units, and 48 Raster Operation Units.

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

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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

In theory, the GeForce GTX 590 will be 46% quicker than the Geforce GTX 770 overall, due to its greater bandwidth. (explain)

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

Texel Rate

The Geforce GTX 770 should be a lot (approximately 72%) more effective at anisotropic 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 a high screen resolution is important to you, then the GeForce GTX 590 is the winner, and very much so. (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

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GeForce GTX 590

Geforce GTX 770

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.


Display Specifications

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Model GeForce GTX 590 Geforce GTX 770
Manufacturer nVidia nVidia
Year March 2011 May 2013
Code Name GF110 GK104
Memory 1536 MB (x2) 2048 MB
Core Speed 607 MHz (x2) 1046 MHz
Memory Speed 3420 MHz (x2) 7012 MHz
Power (Max TDP) 365 watts 230 watts
Bandwidth 328320 MB/sec 224384 MB/sec
Texel Rate 77696 Mtexels/sec 133888 Mtexels/sec
Pixel Rate 58272 Mpixels/sec 33472 Mpixels/sec
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
Fab Process 40 nm 28 nm
Transistors 3000 million 3540 million
Bus PCIe 2.0 x16 PCIe 3.0 x16
DirectX Version DirectX 11 DirectX 11.0
OpenGL Version OpenGL 4.1 OpenGL 4.3

Memory Bandwidth: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR memory, 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 texture map elements (texels) that are applied in one second. This is calculated by multiplying the total texture units 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 per second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory in one 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 - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.


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