Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 480
IntroThe GeForce GTX 460 1GB features a clock frequency of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also uses a 256-bit memory bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 TAUs, and 32 ROPs.
Compare all that to the GeForce GTX 480, which makes use of a 40 nm design. nVidia has clocked the core frequency at 700 MHz. The GDDR5 memory is set to run at a frequency of 924 MHz on this specific model. It features 480 SPUs along with 60 TAUs and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 480 should be much faster than the GeForce GTX 460 1GB overall. (explain)
Texel RateThe GeForce GTX 480 should be a bit (more or less 11%) more effective at texture filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 480 is the winner, by far. (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 information (counted in MB per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the 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 the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel 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 get to the max fill rate.