Compare any two graphics cards:
GeForce GTX 1060 3GB vs GeForce GTX 580
IntroThe GeForce GTX 1060 3GB features a clock frequency of 1506 MHz and a GDDR5 memory frequency of 2000 MHz. It also features a 192-bit bus, and uses a 16 nm design. It features 1152 SPUs, 72 Texture Address Units, and 48 ROPs.
Compare those specifications to the GeForce GTX 580, which comes with core speeds of 772 MHz on the GPU, and 1002 MHz on the 1536 MB of GDDR5 RAM. It features 512 SPUs along with 64 Texture Address Units and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 1060 3GB should in theory be a small bit better than the GeForce GTX 580 in general. (explain)
Texel RateThe GeForce GTX 1060 3GB is quite a bit (about 119%) faster with regards to AF than the GeForce GTX 580. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 1060 3GB is superior to the GeForce GTX 580, by far. (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 max amount of data (in units of megabytes per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total texture units by the core 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 applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.