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GeForce GTX 580 3GB vs GeForce GTX 590

Intro

The GeForce GTX 580 3GB has a core clock frequency of 772 MHz and a GDDR5 memory frequency of 1002 MHz. It also features a 384-bit bus, and makes use of a 40 nm design. It features 512 SPUs, 64 TAUs, and 48 ROPs.

Compare all that to the GeForce GTX 590, which comes with a clock frequency of 607 MHz and a GDDR5 memory speed of 855 MHz. It also uses a 384-bit bus, and uses a 40 nm design. It is made up of 512 SPUs, 64 Texture Address Units, and 48 Raster Operation Units.

Display Graphs

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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

As far as performance goes, the GeForce GTX 590 should in theory be quite a bit better than the GeForce GTX 580 3GB overall. (explain)

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

Texel Rate

The GeForce GTX 590 is much (approximately 57%) better at 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 using high levels of AA is important to you, then the GeForce GTX 590 is superior to the GeForce GTX 580 3GB, by a large margin. (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
Memory 3072 MB 1536 MB (x2)
Core Speed 772 MHz 607 MHz (x2)
Memory Speed 4008 MHz 3420 MHz (x2)
Power (Max TDP) 244 watts 365 watts
Bandwidth 192384 MB/sec 328320 MB/sec
Texel Rate 49408 Mtexels/sec 77696 Mtexels/sec
Pixel Rate 37056 Mpixels/sec 58272 Mpixels/sec
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)
Fab Process 40 nm 40 nm
Transistors 3000 million 3000 million
Bus PCIe x16 PCIe 2.0 x16
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1

Memory Bandwidth: Bandwidth is the largest amount of data (in units of megabytes per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total amount of texture units of the card by the core 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 applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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