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GeForce GTX 580 vs GeForce GTX 580 3GB

Intro

The GeForce GTX 580 uses a 40 nm design. nVidia has set the core frequency at 772 MHz. The GDDR5 memory works at a frequency of 1002 MHz on this specific model. It features 512 SPUs as well as 64 TAUs and 48 ROPs.

Compare those specs to the GeForce GTX 580 3GB, which makes use of a 40 nm design. nVidia has set the core speed at 772 MHz. The GDDR5 RAM is set to run at a frequency of 1002 MHz on this model. It features 512 SPUs as well as 64 TAUs and 48 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have the exact same memory bandwidth, so theoretically they should have the same performance. (explain)

Texel Rate

Both cards have exactly the same texel fill rate, so in theory they should be equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have the exact same pixel rate, so theoretically they should perform equally good at at full screen anti-aliasing, and be able to handle the same resolutions. (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 Comparison

Please 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.

GeForce GTX 580

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 580 3GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 580 GeForce GTX 580 3GB
Manufacturer nVidia nVidia
Year November 2010 November 2010
Code Name GF110 GF110
Fab Process 40 nm 40 nm
Bus PCIe x16 PCIe x16
Memory 1536 MB 3072 MB
Core Speed 772 MHz 772 MHz
Shader Speed 1544 MHz 1544 MHz
Memory Speed 1002 MHz 1002 MHz
Unified Shaders 512 512
Texture Mapping Units 64 64
Render Output Units 48 48
Bus Type GDDR5 GDDR5
Bus Width 384-bit 384-bit
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1
Power (Max TDP) 244 watts 244 watts
Shader Model 5.0 5.0
Bandwidth 192384 MB/sec 192384 MB/sec
Texel Rate 49408 Mtexels/sec 49408 Mtexels/sec
Pixel Rate 37056 Mpixels/sec 37056 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling 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 that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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Comments

2 Responses to “GeForce GTX 580 vs GeForce GTX 580 3GB”
Skarn says:

So, uh, what's the difference? >_>

Will says:

I couldn't get the difference because the site considers them both to have identical results. In real world terms, I doubt the difference is substantial unless you're running a multi-monitor setup anyway.

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