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GeForce GTX 580 3GB vs GeForce GTX 590

Intro

The GeForce GTX 580 3GB has core clock 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 ROPs.

Compare all of that to the GeForce GTX 590, which features clock speeds of 607 MHz on the GPU, and 855 MHz on the 1536 MB of GDDR5 memory. It features 512 SPUs as well as 64 Texture Address Units and 48 Rasterization Operator Units.

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

The GeForce GTX 590, in theory, should be quite a bit faster than the GeForce GTX 580 3GB in general. (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 (more or less 57%) more effective at AF 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 will be quite a bit (about 57%) more effective at anti-aliasing than the GeForce GTX 580 3GB, and able to handle higher screen resolutions without losing too much performance. (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 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 (in units of MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high 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 clock speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure 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 filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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