Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 has a GPU core clock speed of 700 MHz, and the 1536 MB of GDDR5 memory is set to run at 924 MHz through a 384-bit bus. It also is comprised of 480 Stream Processors, 60 TAUs, and 48 ROPs.
Compare that to the GeForce GTX 580, which has clock speeds of 772 MHz on the GPU, and 1002 MHz on the 1536 MB of GDDR5 memory. It features 512 SPUs as well as 64 TAUs and 48 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 580 should be a bit faster than the GeForce GTX 480 in general. (explain)
Texel RateThe GeForce GTX 580 is a bit (about 18%) faster with regards to texture filtering than the GeForce GTX 480. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 580 is the winner, but not 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 maximum amount of data (in units of MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.