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GeForce GTX 580 3GB vs GeForce GTX 590

Intro

The GeForce GTX 580 3GB comes with clock speeds of 772 MHz on the GPU, and 1002 MHz on the 3072 MB of GDDR5 RAM. It features 512 SPUs as well as 64 TAUs and 48 ROPs.

Compare all that to the GeForce GTX 590, which has a core clock frequency of 607 MHz and a GDDR5 memory speed of 855 MHz. It also makes use of a 384-bit bus, and uses a 40 nm design. It is comprised of 512 SPUs, 64 TAUs, and 48 ROPs.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 580 3GB 244 Watts
GeForce GTX 590 365 Watts
Difference: 121 Watts (50%)

Memory Bandwidth

In theory, the GeForce GTX 590 should be 71% quicker than the GeForce GTX 580 3GB in general, because of its greater data rate. (explain)

GeForce GTX 590 328320 MB/sec
GeForce GTX 580 3GB 192384 MB/sec
Difference: 135936 (71%)

Texel Rate

The GeForce GTX 590 should be a lot (about 57%) faster with regards to texture filtering than the GeForce GTX 580 3GB. (explain)

GeForce GTX 590 77696 Mtexels/sec
GeForce GTX 580 3GB 49408 Mtexels/sec
Difference: 28288 (57%)

Pixel Rate

If running with high levels of AA is important to you, then the GeForce GTX 590 is the winner, by far. (explain)

GeForce GTX 590 58272 Mpixels/sec
GeForce GTX 580 3GB 37056 Mpixels/sec
Difference: 21216 (57%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

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GeForce GTX 580 3GB

Amazon.com

GeForce GTX 590

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 580 3GB GeForce GTX 590
Manufacturer nVidia nVidia
Year November 2010 March 2011
Code Name GF110 GF110
Fab Process 40 nm 40 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 3072 MB 1536 MB (x2)
Core Speed 772 MHz 607 MHz (x2)
Shader Speed 1544 MHz 1215 MHz (x2)
Memory Speed 4008 MHz 3420 MHz (x2)
Unified Shaders 512 512 (x2)
Texture Mapping Units 64 64 (x2)
Render Output Units 48 48 (x2)
Bus Type GDDR5 GDDR5
Bus Width 384-bit 384-bit (x2)
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1
Power (Max TDP) 244 watts 365 watts
Shader Model 5.0 5.0
Bandwidth 192384 MB/sec 328320 MB/sec
Texel Rate 49408 Mtexels/sec 77696 Mtexels/sec
Pixel Rate 37056 Mpixels/sec 58272 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (counted in megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.

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