Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 580 3GB
IntroThe GeForce GTX 470 comes with core clock speeds of 607 MHz on the GPU, and 837 MHz on the 1280 MB of GDDR5 RAM. It features 448 SPUs along with 56 Texture Address Units and 40 Rasterization Operator Units.
Compare all of that to the GeForce GTX 580 3GB, which has GPU core speed of 772 MHz, and 3072 MB of GDDR5 memory set to run at 1002 MHz through a 384-bit bus. It also is comprised of 512 Stream Processors, 64 Texture Address Units, and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 3GB, in theory, should be a lot faster than the GeForce GTX 470 overall. (explain)
Texel RateThe GeForce GTX 580 3GB will be a lot (approximately 45%) faster with regards to anisotropic filtering than the GeForce GTX 470. (explain)
Pixel RateThe GeForce GTX 580 3GB will be quite a bit (about 53%) better at anti-aliasing than the GeForce GTX 470, and will be able to handle higher screen resolutions without slowing down too much. (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: Bandwidth is the maximum amount of data (measured in MB per second) that can be transported past the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number 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 filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.