Compare any two graphics cards:
Geforce GTX 680 vs Geforce GTX 760
IntroThe Geforce GTX 680 features a core clock frequency of 1006 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 256-bit bus, and makes use of a 28 nm design. It is made up of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
Compare all that to the Geforce GTX 760, which has a clock frequency of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 256-bit 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 exactly the same bandwidth, so in theory they should perform exactly the same. (explain)
Texel RateThe Geforce GTX 680 is much (approximately 37%) more effective at anisotropic filtering than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 680 will be a bit (approximately 3%) better at anti-aliasing than the Geforce GTX 760, and should be able to handle higher resolutions more effectively. (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 MB per second) that can be transferred across the external memory interface in one second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR type RAM, it 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 number of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units of the card 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.