Compare any two graphics cards:
GeForce 920M vs GeForce GTX 1080
IntroThe GeForce 920M uses a 28 nm design. nVidia has set the core frequency at 954 MHz. The DDR3 memory is set to run at a speed of 900 MHz on this model. It features 384 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.
Compare all that to the GeForce GTX 1080, which uses a 16 nm design. nVidia has set the core frequency at 1607 MHz. The GDDR5X RAM runs at a frequency of 1251 MHz on this specific card. It features 2560 SPUs as well as 160 Texture Address Units and 64 ROPs.
Power Usage and Theoretical Benchmarks
Theoretically speaking, the GeForce GTX 1080 is 2176% faster than the GeForce 920M in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 1080 will be a lot (more or less 742%) faster with regards to texture filtering than the GeForce 920M. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 1080 is a better choice, 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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred over the external memory interface in one second. The number is calculated by multiplying the interface width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 again. If 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.