Compare any two graphics cards:
Geforce GTX 670 vs Geforce GTX 760
IntroThe Geforce GTX 670 makes use of a 28 nm design. nVidia has clocked the core frequency at 915 MHz. The GDDR5 RAM is set to run at a frequency of 1500 MHz on this particular card. It features 1344 SPUs as well as 112 Texture Address Units and 32 ROPs.
Compare all of 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 as well as 96 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
The Geforce GTX 760 should in theory be a small bit faster than the Geforce GTX 670 in general. (explain)
Texel RateThe Geforce GTX 670 will be a small bit (more or less 9%) better at texture filtering than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 760 should be just a bit (more or less 7%) more effective at anti-aliasing than the Geforce GTX 670, and should be capable of handling higher resolutions while still performing well. (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 largest amount of data (in units of MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the interface width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka 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, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.