Compare any two graphics cards:
GeForce GTX 1060 3GB vs GeForce GTX 980
IntroThe GeForce GTX 1060 3GB uses a 16 nm design. nVidia has set the core frequency at 1506 MHz. The GDDR5 RAM runs at a speed of 2000 MHz on this particular model. It features 1152 SPUs along with 72 Texture Address Units and 48 Rasterization Operator Units.
Compare all that to the GeForce GTX 980, which comes with a clock frequency of 1126 MHz and a GDDR5 memory speed 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 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 980 should theoretically perform a little bit faster than the GeForce GTX 1060 3GB in general. (explain)
Texel RateThe GeForce GTX 980 will be quite a bit (more or less 33%) better at AF than the GeForce GTX 1060 3GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 1060 3GB is a better choice, though only just barely. (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 data (measured in MB per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 amount of texture map elements (texels) that can be processed in one second. This number is worked out 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one 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. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines 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 rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.