Compare any two graphics cards:
GeForce GTX 1080 vs GeForce GTX 950
IntroThe GeForce GTX 1080 makes use of 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 card. It features 2560 SPUs as well as 160 TAUs and 64 ROPs.
Compare all that to the GeForce GTX 950, which features core speeds of 1024 MHz on the GPU, and 1652 MHz on the 2048 MB of GDDR5 RAM. It features 768 SPUs along with 48 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 1080 should perform quite a bit faster than the GeForce GTX 950 in general. (explain)
Texel RateThe GeForce GTX 1080 will be much (approximately 423%) more effective at anisotropic filtering than the GeForce GTX 950. (explain)
Pixel RateThe GeForce GTX 1080 will be a lot (about 214%) better at FSAA than the GeForce GTX 950, and also capable of handling higher screen resolutions more effectively. (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 information (measured in MB per second) that can be transported past the external memory interface within a second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it 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 AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, 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 that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.