Compare any two graphics cards:
GeForce GTX 980 Ti vs Nvidia Titan X
IntroThe GeForce GTX 980 Ti has core speeds of 1000 MHz on the GPU, and 1750 MHz on the 6144 MB of GDDR5 RAM. It features 2816 SPUs along with 176 Texture Address Units and 96 ROPs.
Compare those specs to the Nvidia Titan X, which has core clock speeds of 1417 MHz on the GPU, and 1251 MHz on the 12288 MB of GDDR5X memory. It features 3584 SPUs as well as 224 TAUs and 96 Rasterization Operator Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically, the Nvidia Titan X should be a small bit faster than the GeForce GTX 980 Ti overall. (explain)
Texel RateThe Nvidia Titan X is much (about 80%) more effective at texture filtering than the GeForce GTX 980 Ti. (explain)
Pixel RateThe Nvidia Titan X is a lot (approximately 42%) better at full screen anti-aliasing than the GeForce GTX 980 Ti, and also should be able to handle higher screen resolutions more effectively. (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 across the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at 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 the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.