Compare any two graphics cards:
Geforce GTX 680 vs Geforce GTX 760
IntroThe Geforce GTX 680 features core clock speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs as well as 128 Texture Address Units and 32 Rasterization Operator Units.
Compare those specifications to the Geforce GTX 760, which has a clock speed 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 comprised of 1152 SPUs, 96 TAUs, and 32 Raster Operation Units.
(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 the same. (explain)
Texel RateThe Geforce GTX 680 will be much (about 37%) faster with regards to texture filtering than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 680 will be a small bit (more or less 3%) better at FSAA than the Geforce GTX 760, and capable of handling 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 (measured in megabytes per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total number of texture units of the card 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 most pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.