Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 870M
IntroThe GeForce GTX 260 features a core clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit memory bus, and uses a 65 nm design. It features 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Compare those specs to the GeForce GTX 870M, which has a core clock frequency of 941 MHz and a GDDR5 memory speed of 1000 MHz. It also uses a 192-bit bus, and uses a 28 nm design. It features 1344 SPUs, 112 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 will be 17% faster than the GeForce GTX 870M in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 870M will be much (approximately 186%) more effective at AF than the GeForce GTX 260. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 870M is superior to the GeForce GTX 260, by a large margin. (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 max amount of data (in units of megabytes per second) that can be transferred across the external memory interface within a second. It's calculated by multiplying the bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better 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 can be processed per second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.