Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 features 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 is made up of 480 SPUs, 60 TAUs, and 48 ROPs.
Compare those specifications to the GeForce GTX 580, which comes with core clock speeds of 772 MHz on the GPU, and 1002 MHz on the 1536 MB of GDDR5 RAM. It features 512 SPUs as well as 64 Texture Address Units 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 perform a bit faster than the GeForce GTX 480 in general. (explain)
Texel RateThe GeForce GTX 580 will be a small bit (approximately 18%) better at AF than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 580 should be just a bit (about 10%) better at AA than the GeForce GTX 480, and will be 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: Memory bandwidth is the max amount of data (measured in MB per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.