Compare any two graphics cards:
GeForce GTX 580 3GB vs GeForce GTX 590
IntroThe 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 bus, and uses a 40 nm design. It features 512 SPUs, 64 TAUs, and 48 ROPs.
Compare that to the GeForce GTX 590, which has a core clock speed of 607 MHz and a GDDR5 memory speed of 855 MHz. It also features a 384-bit bus, and makes use of a 40 nm design. It features 512 SPUs, 64 Texture Address Units, and 48 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 590 should in theory be a lot better than the GeForce GTX 580 3GB overall. (explain)
Texel RateThe GeForce GTX 590 should be a lot (approximately 57%) better at texture filtering than the GeForce GTX 580 3GB. (explain)
Pixel RateThe GeForce GTX 590 should be much (more or less 57%) faster with regards to FSAA than the GeForce GTX 580 3GB, and also will be able to handle higher screen resolutions without slowing down too much. (explain)
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.
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.
Memory Bandwidth: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.