Compare any two graphics cards:
Geforce GTX 680 vs Geforce GTX 760
IntroThe Geforce GTX 680 features 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 features 1536 SPUs, 128 TAUs, and 32 ROPs.
Compare all of that to the Geforce GTX 760, which comes with core 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 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should have the same performance. (explain)
Texel RateThe Geforce GTX 680 will be quite a bit (approximately 37%) faster with regards to anisotropic filtering than the Geforce GTX 760. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Geforce GTX 680 is superior to the Geforce GTX 760, 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 information (measured in megabytes per second) that can be transported across the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of 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 applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.