Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 uses a 40 nm design. nVidia has clocked the core frequency at 700 MHz. The GDDR5 RAM works at a frequency of 924 MHz on this model. It features 480 SPUs along with 60 Texture Address Units and 48 Rasterization Operator Units.
Compare all that to the GeForce GTX 580, which features a core clock speed of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also makes use of a 384-bit memory bus, and makes use of a 40 nm design. It is comprised of 512 SPUs, 64 Texture Address Units, and 48 ROPs.
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 greater data rate. (explain)
Texel RateThe GeForce GTX 580 is a small bit (more or less 18%) more effective at texture filtering than the GeForce GTX 480. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 580 is the winner, not by a very large margin though. (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 maximum amount of information (counted in megabytes per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.