Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 has a core clock frequency of 700 MHz and a GDDR5 memory speed of 924 MHz. It also makes use of a 384-bit bus, and uses a 40 nm design. It features 480 SPUs, 60 TAUs, and 48 Raster Operation Units.
Compare those specs to the GeForce GTX 580, which uses a 40 nm design. nVidia has clocked the core speed at 772 MHz. The GDDR5 RAM is set to run at a speed of 1002 MHz on this card. It features 512 SPUs as well as 64 TAUs and 48 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 580 should theoretically be a small bit superior to the GeForce GTX 480 in general. (explain)
Texel RateThe GeForce GTX 580 is a bit (more or less 18%) better at texture filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 580 will be a small bit (approximately 10%) more effective at FSAA than the GeForce GTX 480, and able to handle higher resolutions better. (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 max amount of information (counted in megabytes per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs 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 also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.