Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 has a core clock speed of 700 MHz and a GDDR5 memory speed of 924 MHz. It also makes use of a 384-bit bus, and makes use of a 40 nm design. It is comprised of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Compare all of that to the GeForce GTX 580, which makes use of a 40 nm design. nVidia has set the core frequency at 772 MHz. The GDDR5 RAM runs at a frequency of 1002 MHz on this specific card. It features 512 SPUs as well as 64 Texture Address Units and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 should in theory perform just a bit faster than the GeForce GTX 480 overall. (explain)
Texel RateThe GeForce GTX 580 should be a little bit (about 18%) better at AF than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 580 should be just a bit (more or less 10%) faster with regards to anti-aliasing than the GeForce GTX 480, and able to handle higher screen resolutions more effectively. (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: Bandwidth is the maximum amount of information (measured in MB per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one 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 the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output 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 reach the maximum fill rate.