Compare any two graphics cards:
GeForce GTX 1060 vs GeForce GTX 1060 3GB
IntroThe GeForce GTX 1060 comes with a GPU clock speed of 1506 MHz, and the 6144 MB of GDDR5 RAM runs at 2000 MHz through a 192-bit bus. It also is comprised of 1280 Stream Processors, 80 Texture Address Units, and 48 Raster Operation Units.
Compare all that to the GeForce GTX 1060 3GB, which features a clock frequency of 1506 MHz and a GDDR5 memory frequency of 2000 MHz. It also uses a 192-bit bus, and makes use of a 16 nm design. It is comprised of 1152 SPUs, 72 TAUs, and 48 Raster Operation Units.
BenchmarksThese are real-world performance benchmarks that were submitted by Hardware Compare users. The scores seen here are the average of all benchmarks submitted for each respective test and hardware.
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Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same memory bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe GeForce GTX 1060 will be a bit (more or less 11%) more effective at texture filtering than the GeForce GTX 1060 3GB. (explain)
Pixel RateBoth cards have the exact same pixel fill rate, so in theory they should perform equally good at at FSAA, 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.
Memory Bandwidth: Bandwidth is the maximum amount of data (measured in MB per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.