Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 features a GPU core speed of 700 MHz, and the 1536 MB of GDDR5 RAM is set to run at 924 MHz through a 384-bit bus. It also is made up of 480 SPUs, 60 TAUs, and 48 Raster Operation Units.
Compare all of that to the GeForce GTX 580, which features a clock speed of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 384-bit bus, and uses a 40 nm design. It features 512 SPUs, 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 theoretically perform a bit faster than the GeForce GTX 480 overall. (explain)
Texel RateThe GeForce GTX 580 is a small bit (more or less 18%) better at anisotropic filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 580 is a little bit (approximately 10%) faster with regards to AA than the GeForce GTX 480, and able to handle higher screen resolutions while still performing well. (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 maximum amount of data (in units of megabytes per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If 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 are applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the 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 most pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.