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GeForce GTX 1060 3GB vs Geforce GTX 690

Intro

The GeForce GTX 1060 3GB comes with a clock speed of 1506 MHz and a GDDR5 memory frequency of 2000 MHz. It also makes use of a 192-bit memory bus, and makes use of a 16 nm design. It is made up of 1152 SPUs, 72 Texture Address Units, and 48 Raster Operation Units.

Compare those specifications to the Geforce GTX 690, which uses a 28 nm design. nVidia has clocked the core speed at 915 MHz. The GDDR5 RAM runs at a speed of 1502 MHz on this model. It features 1536 SPUs along with 128 Texture Address Units and 32 ROPs.

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 1060 3GB 120 Watts
Geforce GTX 690 300 Watts
Difference: 180 Watts (150%)

Memory Bandwidth

Performance-wise, the Geforce GTX 690 should in theory be quite a bit superior to the GeForce GTX 1060 3GB overall. (explain)

Geforce GTX 690 384512 MB/sec
GeForce GTX 1060 3GB 196608 MB/sec
Difference: 187904 (96%)

Texel Rate

The Geforce GTX 690 should be much (approximately 116%) more effective at anisotropic filtering than the GeForce GTX 1060 3GB. (explain)

Geforce GTX 690 234240 Mtexels/sec
GeForce GTX 1060 3GB 108432 Mtexels/sec
Difference: 125808 (116%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the GeForce GTX 1060 3GB is the winner, by far. (explain)

GeForce GTX 1060 3GB 72288 Mpixels/sec
Geforce GTX 690 58560 Mpixels/sec
Difference: 13728 (23%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

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GeForce GTX 1060 3GB

Amazon.com

Geforce GTX 690

Amazon.com

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.

Specifications

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Model GeForce GTX 1060 3GB Geforce GTX 690
Manufacturer nVidia nVidia
Year August 2016 April 2012
Code Name GP106-300 GK104
Memory 3072 MB 2048 MB (x2)
Core Speed 1506 MHz 915 MHz (x2)
Memory Speed 8000 MHz 6008 MHz (x2)
Power (Max TDP) 120 watts 300 watts
Bandwidth 196608 MB/sec 384512 MB/sec
Texel Rate 108432 Mtexels/sec 234240 Mtexels/sec
Pixel Rate 72288 Mpixels/sec 58560 Mpixels/sec
Unified Shaders 1152 1536 (x2)
Texture Mapping Units 72 128 (x2)
Render Output Units 48 32 (x2)
Bus Type GDDR5 GDDR5
Bus Width 192-bit 256-bit (x2)
Fab Process 16 nm 28 nm
Transistors 4400 million 3540 million
Bus PCIe 3.0 x16 PCIe 3.0 x16
DirectX Version DirectX 12.0 DirectX 11.0
OpenGL Version OpenGL 4.5 OpenGL 4.2

Memory Bandwidth: Memory bandwidth is the max amount of information (counted in MB per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core 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 is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

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