Compare any two graphics cards:
GeForce 920M vs GeForce GTX 1080
IntroThe GeForce 920M comes with a core clock speed of 954 MHz and a DDR3 memory frequency of 900 MHz. It also makes use of a 64-bit memory bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 8 Raster Operation Units.
Compare those specifications to the GeForce GTX 1080, which has GPU core speed of 1607 MHz, and 8192 MB of GDDR5X RAM set to run at 1251 MHz through a 256-bit bus. It also is comprised of 2560 SPUs, 160 TAUs, and 64 ROPs.
Power Usage and Theoretical Benchmarks
Performance-wise, the GeForce GTX 1080 should theoretically be quite a bit better than the GeForce 920M overall. (explain)
Texel RateThe GeForce GTX 1080 will be much (about 742%) faster with regards to anisotropic filtering than the GeForce 920M. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 1080 is a better choice, by far. (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 information (counted in megabytes per second) that can be moved across the external memory interface in a second. It is calculated by multiplying the interface width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 once 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is worked out by multiplying the total texture units 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.