Compare any two graphics cards:
Geforce GTX 680 vs Geforce GTX 760
IntroThe Geforce GTX 680 has a GPU core clock 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 comes with a core clock frequency of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also features a 256-bit bus, and uses a 28 nm design. It is made up of 1152 SPUs, 96 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateThe Geforce GTX 680 is quite a bit (about 37%) more effective at texture filtering than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 680 should be a small bit (about 3%) faster with regards to full screen anti-aliasing than the Geforce GTX 760, and should be capable of handling higher resolutions without slowing down too much. (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 data (counted in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.