Compare any two graphics cards:
GeForce GTX 1060 3GB vs GeForce GTX 580
IntroThe GeForce GTX 1060 3GB uses a 16 nm design. nVidia has set the core speed at 1506 MHz. The GDDR5 RAM is set to run at a frequency of 2000 MHz on this particular model. It features 1152 SPUs along with 72 TAUs and 48 Rasterization Operator Units.
Compare all that to the GeForce GTX 580, which features a GPU core clock speed of 772 MHz, and 1536 MB of GDDR5 memory running at 1002 MHz through a 384-bit bus. It also features 512 SPUs, 64 TAUs, and 48 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 1060 3GB should be a little bit faster than the GeForce GTX 580 overall. (explain)
Texel RateThe GeForce GTX 1060 3GB will be a lot (approximately 119%) more effective at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 1060 3GB is a better choice, and very much so. (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 largest amount of data (in units of megabytes per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated 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 outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.