Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 features a GPU clock speed of 700 MHz, and the 1536 MB of GDDR5 memory runs at 924 MHz through a 384-bit bus. It also is comprised of 480 SPUs, 60 Texture Address Units, and 48 ROPs.
Compare all of that to the GeForce GTX 580, which has a core clock frequency of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 384-bit memory 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)
In theory, the GeForce GTX 580 will be 8% faster than the GeForce GTX 480 in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 580 will be a bit (about 18%) faster with regards to texture filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 580 should be a bit (more or less 10%) faster with regards to full screen anti-aliasing than the GeForce GTX 480, and also will be capable of handling higher screen 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.
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 largest amount of information (in units of megabytes per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, 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 calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better 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 amount of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.