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 memory works at a speed of 1502 MHz on this card. It features 1536 SPUs as well as 128 Texture Address Units and 32 ROPs.
Compare all of that to the Geforce GTX 760, which features a core clock speed of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also uses a 256-bit memory bus, and uses a 28 nm design. It features 1152 SPUs, 96 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe Geforce GTX 680 is a lot (approximately 37%) faster with regards to AF than the Geforce GTX 760. (explain)
Pixel RateIf running with a high resolution is important to you, then the Geforce GTX 680 is a better choice, but it probably won't make a huge difference. (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 largest amount of data (in units of MB per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core 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 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 ability to get to the max fill rate.