Compare any two graphics cards:
GeForce GTX Titan X vs Nvidia Titan X
IntroThe GeForce GTX Titan X comes with core clock speeds of 1000 MHz on the GPU, and 1750 MHz on the 12288 MB of GDDR5 RAM. It features 3072 SPUs along with 192 TAUs and 96 ROPs.
Compare all of that to the Nvidia Titan X, which has GPU core speed of 1417 MHz, and 12288 MB of GDDR5X RAM set to run at 1251 MHz through a 384-bit bus. It also is made up of 3584 Stream Processors, 224 Texture Address Units, and 96 Raster Operation Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically, the Nvidia Titan X should perform a bit faster than the GeForce GTX Titan X in general. (explain)
Texel RateThe Nvidia Titan X will be a lot (more or less 65%) better at texture filtering than the GeForce GTX Titan X. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Nvidia Titan X 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, 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 number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total number of texture units of the card by the core 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 maximum amount of pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.