Compare any two graphics cards:
Geforce GTX 670 vs Geforce GTX 760
IntroThe Geforce GTX 670 features clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs as well as 112 Texture Address Units and 32 ROPs.
Compare those specifications to the Geforce GTX 760, which features core speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 1152 SPUs as well as 96 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Performance-wise, the Geforce GTX 760 should theoretically be a bit better than the Geforce GTX 670 overall. (explain)
Texel RateThe Geforce GTX 670 will be just a bit (approximately 9%) more effective at texture filtering than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 760 should be a small bit (more or less 7%) more effective at FSAA than the Geforce GTX 670, and will be capable of handling higher screen resolutions more effectively. (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.
Price ComparisonPlease 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.
Memory Bandwidth: Bandwidth is the largest amount of information (counted in MB per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total amount of texture units by the core clock 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.