Compare any two graphics cards:
GeForce GTX 570 vs GeForce GTX 580
IntroThe GeForce GTX 570 comes with a core clock speed of 732 MHz and a GDDR5 memory speed of 950 MHz. It also features a 320-bit bus, and uses a 40 nm design. It is made up of 480 SPUs, 60 Texture Address Units, and 40 ROPs.
Compare all of that to the GeForce GTX 580, which uses a 40 nm design. nVidia has clocked the core frequency at 772 MHz. The GDDR5 memory works at a speed of 1002 MHz on this particular model. It features 512 SPUs as well as 64 TAUs and 48 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580, in theory, should be quite a bit faster than the GeForce GTX 570 in general. (explain)
Texel RateThe GeForce GTX 580 should be a bit (about 12%) faster with regards to texture filtering than the GeForce GTX 570. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 580 is superior to the GeForce GTX 570, by a large margin. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in MB per second) that can be moved over the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of 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.