Compare any two graphics cards:
GeForce GTX 1060 vs GeForce GTX 1060 3GB
IntroThe GeForce GTX 1060 has a GPU clock speed of 1506 MHz, and the 6144 MB of GDDR5 memory is set to run at 2000 MHz through a 192-bit bus. It also is made up of 1280 SPUs, 80 TAUs, and 48 Raster Operation Units.
Compare those specifications to the GeForce GTX 1060 3GB, which comes with GPU core speed of 1506 MHz, and 3072 MB of GDDR5 RAM running at 2000 MHz through a 192-bit bus. It also is comprised of 1152 Stream Processors, 72 TAUs, and 48 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same bandwidth, so in theory they should perform the same. (explain)
Texel RateThe GeForce GTX 1060 is a little bit (more or less 11%) better at texture filtering than the GeForce GTX 1060 3GB. (explain)
Pixel RateBoth cards have the exact same pixel fill rate, so theoretically they should perform equally good at at AA, 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: Memory bandwidth is the largest amount of information (counted in MB per second) that can be moved past the external memory interface in one second. The number is worked out by multiplying the interface width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the graphics 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 maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.