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GeForce GTX 580 3GB vs GeForce GTX 590

Intro

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

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

(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 is 71% faster than the GeForce GTX 580 3GB overall, because of its higher bandwidth. (explain)

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

Texel Rate

The GeForce GTX 590 will be quite a bit (approximately 57%) faster with regards to anisotropic 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

The GeForce GTX 590 should be a lot (more or less 57%) faster with regards to anti-aliasing than the GeForce GTX 580 3GB, and will be able to handle higher screen resolutions without slowing down too much. (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

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce GTX 580 3GB

Amazon.com

Other US-based stores

GeForce GTX 590

Amazon.com

Other US-based stores

Specifications

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 1002 MHz (4008 MHz effective) 855 MHz (3420 MHz effective) (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 information (counted in megabytes per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 once again. If 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 texture map elements (texels) that are applied in one second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel 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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