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Compare any two graphics cards:
GeForce GTX 285 1GB vs GeForce GTX 480
IntroThe GeForce GTX 285 1GB features a clock speed of 648 MHz and a GDDR3 memory frequency of 1242 MHz. It also uses a 512-bit memory bus, and makes use of a 55 nm design. It features 240 SPUs, 80 Texture Address Units, and 32 ROPs.
Compare those specifications to the GeForce GTX 480, which has a core clock frequency of 700 MHz and a GDDR5 memory frequency of 924 MHz. It also makes use of a 384-bit memory bus, and makes use of a 40 nm design. It is made up of 480 SPUs, 60 TAUs, and 48 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 480 is 12% faster than the GeForce GTX 285 1GB overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 285 1GB should be much (approximately 23%) better at texture filtering than the GeForce GTX 480. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 480 is the winner, by far. (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 maximum amount of information (in units of MB per second) that can be transferred across the external memory interface within a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.