Compare any two graphics cards:
GeForce GTX 260 Core 216 vs GeForce GTX 470
IntroThe GeForce GTX 260 Core 216 comes with a core clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit memory bus, and uses a 65 nm design. It features 216 SPUs, 72 TAUs, and 28 ROPs.
Compare that to the GeForce GTX 470, which features a GPU core clock speed of 607 MHz, and 1280 MB of GDDR5 memory set to run at 837 MHz through a 320-bit bus. It also is made up of 448 Stream Processors, 56 TAUs, and 40 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 470 should be a small bit faster than the GeForce GTX 260 Core 216 overall. (explain)
Texel RateThe GeForce GTX 260 Core 216 will be much (more or less 22%) better at texture filtering than the GeForce GTX 470. (explain)
Pixel RateThe GeForce GTX 470 should be much (about 51%) more effective at FSAA than the GeForce GTX 260 Core 216, and should be able to handle higher resolutions without slowing down too much. (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 max amount of data (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.