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GeForce GTX 580 3GB vs GeForce GTX 590

Intro

The GeForce GTX 580 3GB uses a 40 nm design. nVidia has clocked the core speed at 772 MHz. The GDDR5 RAM works at a frequency of 1002 MHz on this specific model. It features 512 SPUs along with 64 Texture Address Units and 48 Rasterization Operator Units.

Compare those specs to the GeForce GTX 590, which makes use of a 40 nm design. nVidia has set the core speed at 607 MHz. The GDDR5 RAM is set to run at a speed of 855 MHz on this particular card. It features 512 SPUs along with 64 Texture Address Units and 48 ROPs.

(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

Theoretically speaking, the GeForce GTX 590 is 71% quicker than the GeForce GTX 580 3GB overall, because of its greater 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 a lot (more or less 57%) more effective 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

The GeForce GTX 590 is quite a bit (approximately 57%) better at FSAA than the GeForce GTX 580 3GB, and also will be capable of handling higher resolutions more effectively. (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

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

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: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed 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 better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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