Compare any two graphics cards:
GeForce GTX 285 2GB vs GeForce GTX 580 3GB
IntroThe GeForce GTX 285 2GB has a core clock frequency of 648 MHz and a GDDR3 memory frequency of 1242 MHz. It also uses a 512-bit memory bus, and uses a 55 nm design. It is made up of 240 SPUs, 80 TAUs, and 32 ROPs.
Compare that to the GeForce GTX 580 3GB, which has core speeds of 772 MHz on the GPU, and 1002 MHz on the 3072 MB of GDDR5 memory. It features 512 SPUs along with 64 TAUs and 48 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 580 3GB should in theory be much superior to the GeForce GTX 285 2GB in general. (explain)
Texel RateThe GeForce GTX 285 2GB will be a little bit (approximately 5%) better at texture filtering than the GeForce GTX 580 3GB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 580 3GB is the winner, by a large margin. (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 largest amount of information (counted in megabytes per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number 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 video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel 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 maximum fill rate.