Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 comes with 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 comprised of 480 SPUs, 60 TAUs, and 48 ROPs.
Compare all that to the GeForce GTX 580, which comes with core 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 Texture Address Units and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 580 should in theory be just a bit superior to the GeForce GTX 480 overall. (explain)
Texel RateThe GeForce GTX 580 should be a small bit (more or less 18%) faster with regards to anisotropic 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 a better choice, but only just. (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 largest amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 number of pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock 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 also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.