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GeForce GTX 470 vs GeForce GTX 580 3GB

Intro

The 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.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 470 215 Watts
GeForce GTX 580 3GB 244 Watts
Difference: 29 Watts (13%)

Memory Bandwidth

The GeForce GTX 580 3GB, in theory, should be a lot faster than the GeForce GTX 470 overall. (explain)

GeForce GTX 580 3GB 192384 MB/sec
GeForce GTX 470 133920 MB/sec
Difference: 58464 (44%)

Texel Rate

The GeForce GTX 580 3GB will be a lot (approximately 45%) faster with regards to anisotropic filtering than the GeForce GTX 470. (explain)

GeForce GTX 580 3GB 49408 Mtexels/sec
GeForce GTX 470 33992 Mtexels/sec
Difference: 15416 (45%)

Pixel Rate

The 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)

GeForce GTX 580 3GB 37056 Mpixels/sec
GeForce GTX 470 24280 Mpixels/sec
Difference: 12776 (53%)

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

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GeForce GTX 470

Amazon.com

GeForce GTX 580 3GB

Amazon.com

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.

Specifications

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Model GeForce GTX 470 GeForce GTX 580 3GB
Manufacturer nVidia nVidia
Year March 2010 November 2010
Code Name GF100 GF110
Memory 1280 MB 3072 MB
Core Speed 607 MHz 772 MHz
Memory Speed 3348 MHz 4008 MHz
Power (Max TDP) 215 watts 244 watts
Bandwidth 133920 MB/sec 192384 MB/sec
Texel Rate 33992 Mtexels/sec 49408 Mtexels/sec
Pixel Rate 24280 Mpixels/sec 37056 Mpixels/sec
Unified Shaders 448 512
Texture Mapping Units 56 64
Render Output Units 40 48
Bus Type GDDR5 GDDR5
Bus Width 320-bit 384-bit
Fab Process 40 nm 40 nm
Transistors 3000 million 3000 million
Bus PCIe x16 PCIe x16
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1

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.

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