Compare any two graphics cards:
GeForce GTX 1060 3GB vs GeForce GTX 980
IntroThe GeForce GTX 1060 3GB has core speeds of 1506 MHz on the GPU, and 2000 MHz on the 3072 MB of GDDR5 RAM. It features 1152 SPUs along with 72 Texture Address Units and 48 ROPs.
Compare all of that to the GeForce GTX 980, which features a clock frequency of 1126 MHz and a GDDR5 memory frequency of 1750 MHz. It also makes use of a 256-bit memory bus, and makes use of a 28 nm design. It features 2048 SPUs, 128 TAUs, and 64 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 980 should be a little bit faster than the GeForce GTX 1060 3GB overall. (explain)
Texel RateThe GeForce GTX 980 is a lot (about 33%) better at texture filtering than the GeForce GTX 1060 3GB. (explain)
Pixel RateThe GeForce GTX 1060 3GB should be a small bit (about 0%) more effective at full screen anti-aliasing than the GeForce GTX 980, and capable of handling higher resolutions while still performing well. (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 (measured in megabytes per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, 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 processed per second. This figure is calculated by multiplying the total texture units by the core clock 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.