Compare any two graphics cards:
GeForce GTX 1060 vs GeForce GTX 1060 3GB
IntroThe GeForce GTX 1060 has a GPU core speed of 1506 MHz, and the 6144 MB of GDDR5 RAM is set to run at 2000 MHz through a 192-bit bus. It also features 1280 SPUs, 80 Texture Address Units, and 48 Raster Operation Units.
Compare all that to the GeForce GTX 1060 3GB, which comes with a core clock frequency of 1506 MHz and a GDDR5 memory frequency of 2000 MHz. It also features a 192-bit memory bus, and makes use of a 16 nm design. It features 1152 SPUs, 72 Texture Address Units, and 48 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have exactly the same bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe GeForce GTX 1060 should be a bit (approximately 11%) more effective at AF than the GeForce GTX 1060 3GB. (explain)
Pixel RateBoth cards have exactly the same pixel rate, so in theory they should perform equally good at at full screen anti-aliasing, and be capable of handling the same screen resolutions. (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 (in units of MB per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the 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 graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the card's 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 fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.