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 RAM 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 comes with a clock frequency of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also uses a 384-bit memory bus, and makes use of a 40 nm design. It features 512 SPUs, 64 TAUs, and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce GTX 580 will be 8% quicker than the GeForce GTX 480 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 580 is a little bit (about 18%) faster with regards to anisotropic 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, though not by far. (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.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's 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 number of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second. Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.
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