Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 580
IntroThe GeForce GTX 480 has core clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 memory. It features 480 SPUs along with 60 Texture Address Units and 48 Rasterization Operator Units.
Compare that to the GeForce GTX 580, which comes with clock speeds of 772 MHz on the GPU, and 1002 MHz on the 1536 MB of GDDR5 RAM. It features 512 SPUs along with 64 Texture Address Units and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 580 should be 8% faster than the GeForce GTX 480 in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 580 is a bit (about 18%) more effective at AF than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 580 will be just a bit (about 10%) faster with regards to full screen anti-aliasing than the GeForce GTX 480, and also able to handle 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.
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 largest amount of data (in units of MB per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to its local memory in one 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 filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.