Compare any two graphics cards:
GeForce GTX 1060 3GB vs GeForce GTX 480
IntroThe 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 uses a 16 nm design. It is made up of 1152 SPUs, 72 Texture Address Units, and 48 Raster Operation Units.
Compare those specs to the GeForce GTX 480, which has a GPU core clock speed of 700 MHz, and 1536 MB of GDDR5 RAM running at 924 MHz through a 384-bit bus. It also is comprised of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 1060 3GB should theoretically be a little bit faster than the GeForce GTX 480 overall. (explain)
Texel RateThe GeForce GTX 1060 3GB is much (more or less 158%) better at anisotropic filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 1060 3GB is a lot (approximately 115%) faster with regards to anti-aliasing than the GeForce GTX 480, and will be capable of handling higher resolutions without losing too much performance. (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 transported across the external memory interface within a second. It is calculated by multiplying the bus width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster 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 texture map elements (texels) that can be processed per second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.