Compare any two graphics cards:
GeForce GTX 285 2GB vs GeForce GTX 480
IntroThe GeForce GTX 285 2GB uses a 55 nm design. nVidia has set the core speed at 648 MHz. The GDDR3 RAM works at a frequency of 1242 MHz on this model. It features 240 SPUs as well as 80 TAUs and 32 Rasterization Operator Units.
Compare all that to the GeForce GTX 480, which uses a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR5 memory runs at a frequency of 924 MHz on this specific model. It features 480 SPUs along with 60 Texture Address Units and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 480 should be a small bit faster than the GeForce GTX 285 2GB overall. (explain)
Texel RateThe GeForce GTX 285 2GB will be much (more or less 23%) better at texture filtering than the GeForce GTX 480. (explain)
Pixel RateIf using high levels of AA 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 data (counted in megabytes per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.