Compare any two graphics cards:
GeForce 920M vs GeForce GTX 1080
IntroThe GeForce 920M makes use of a 28 nm design. nVidia has clocked the core speed at 954 MHz. The DDR3 RAM works at a frequency of 900 MHz on this specific model. It features 384 SPUs along with 32 Texture Address Units and 8 ROPs.
Compare those specifications to the GeForce GTX 1080, which features a core clock frequency of 1607 MHz and a GDDR5X memory speed of 1251 MHz. It also features a 256-bit memory bus, and makes use of a 16 nm design. It is made up of 2560 SPUs, 160 TAUs, and 64 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Theoretically speaking, the GeForce GTX 1080 should be much faster than the GeForce 920M in general. (explain)
Texel RateThe GeForce GTX 1080 should be much (approximately 742%) better at AF than the GeForce 920M. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 1080 is superior to the GeForce 920M, 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 maximum amount of information (in units of MB per second) that can be moved over the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.