Compare any two graphics cards:
Geforce GTX 680 vs Geforce GTX 760
IntroThe Geforce GTX 680 comes with a GPU core speed of 1006 MHz, and the 2048 MB of GDDR5 RAM is set to run at 1502 MHz through a 256-bit bus. It also is made up of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
Compare all that to the Geforce GTX 760, which has 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 Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so in theory they should perform the same. (explain)
Texel RateThe Geforce GTX 680 will be a lot (approximately 37%) faster with regards to anisotropic filtering than the Geforce GTX 760. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Geforce GTX 680 is the winner, but not by far. (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 maximum amount of data (in units of MB per second) that can be transported past the external memory interface in a second. It's calculated 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 once again. If DDR5, multiply by ANOTHER 2x. The better the card's 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 can be applied per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.