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Compare any two graphics cards:
GeForce GTX 980 Ti vs GeForce RTX 3060
IntroThe GeForce GTX 980 Ti features a GPU core speed of 1000 MHz, and the 6144 MB of GDDR5 memory runs at 1750 MHz through a 384-bit bus. It also features 2816 SPUs, 176 TAUs, and 96 Raster Operation Units.
Compare those specifications to the GeForce RTX 3060, which makes use of a 8 nm design. nVidia has clocked the core frequency at 1320 MHz. The GDDR6 RAM works at a speed of 1875 MHz on this particular card. It features 3584 SPUs along with 112 TAUs and 48 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce RTX 3060 is 10% quicker than the GeForce GTX 980 Ti overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 980 Ti should be a bit (more or less 19%) more effective at AF than the GeForce RTX 3060. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 980 Ti is a better choice, and very much so. (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.
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: Bandwidth is the largest amount of information (measured in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the 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 that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 ability to get to the max fill rate.