Compare any two graphics cards:
GeForce GTX 1080 vs Nvidia Titan X
IntroThe GeForce GTX 1080 has a clock speed of 1607 MHz and a GDDR5X memory speed of 1251 MHz. It also makes use of a 256-bit memory bus, and uses a 16 nm design. It is comprised of 2560 SPUs, 160 TAUs, and 64 Raster Operation Units.
Compare those specifications to the Nvidia Titan X, which comes with GPU clock speed of 1417 MHz, and 12288 MB of GDDR5X RAM set to run at 1251 MHz through a 384-bit bus. It also is comprised of 3584 SPUs, 224 Texture Address Units, and 96 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Nvidia Titan X is 50% quicker than the GeForce GTX 1080 in general, because of its higher bandwidth. (explain)
Texel RateThe Nvidia Titan X should be quite a bit (more or less 23%) more effective at AF than the GeForce GTX 1080. (explain)
Pixel RateThe Nvidia Titan X will be a lot (about 32%) faster with regards to anti-aliasing than the GeForce GTX 1080, and able to handle higher screen resolutions while still performing well. (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 maximum amount of data (measured in megabytes per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better 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 number of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total amount of 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock 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 also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.