Compare any two graphics cards:
Geforce GTX 680 vs Geforce GTX 760
IntroThe Geforce GTX 680 makes use of a 28 nm design. nVidia has set the core frequency at 1006 MHz. The GDDR5 RAM is set to run at a frequency of 1502 MHz on this specific model. It features 1536 SPUs as well as 128 TAUs and 32 Rasterization Operator Units.
Compare all of that to the Geforce GTX 760, which comes with a clock speed of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 256-bit memory bus, and uses a 28 nm design. It is made up of 1152 SPUs, 96 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe Geforce GTX 680 should be much (about 37%) better at anisotropic filtering than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 680 will be a bit (approximately 3%) more effective at FSAA than the Geforce GTX 760, and also able to handle higher screen resolutions without losing too much performance. (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 (counted in megabytes per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.