Compare any two graphics cards:
Geforce GTX 670 vs Geforce GTX 760
IntroThe Geforce GTX 670 has a core clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also makes use of a 256-bit bus, and uses a 28 nm design. It is comprised of 1344 SPUs, 112 Texture Address Units, and 32 ROPs.
Compare all that to the Geforce GTX 760, which comes with core clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 1152 SPUs along with 96 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically speaking, the Geforce GTX 760 should be a bit faster than the Geforce GTX 670 overall. (explain)
Texel RateThe Geforce GTX 670 should be a little bit (about 9%) more effective at anisotropic filtering than the Geforce GTX 760. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Geforce GTX 760 is superior to the Geforce GTX 670, but it probably won't make a huge difference. (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 information (counted in MB per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units 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 also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.