Compare any two graphics cards:
Geforce GTX 670 vs Geforce GTX 760
IntroThe Geforce GTX 670 features a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also makes use of a 256-bit bus, and makes use of a 28 nm design. It is made up of 1344 SPUs, 112 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the Geforce GTX 760, which has clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1152 SPUs as well as 96 TAUs 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 bit faster than the Geforce GTX 670 in general. (explain)
Texel RateThe Geforce GTX 670 is a little bit (about 9%) more effective at AF than the Geforce GTX 760. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Geforce GTX 760 is the winner, though only just barely. (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: Memory bandwidth is the max amount of information (in units of 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 its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. 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 output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.