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GeForce GTX 660 Ti vs Geforce GTX 690

Intro

The GeForce GTX 660 Ti comes with core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs as well as 112 Texture Address Units and 24 ROPs.

Compare all that to the Geforce GTX 690, which comes with clock speeds of 915 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs as well as 128 TAUs and 32 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 660 Ti 150 Watts
Geforce GTX 690 300 Watts
Difference: 150 Watts (100%)

Memory Bandwidth

Performance-wise, the Geforce GTX 690 should in theory be a lot better than the GeForce GTX 660 Ti overall. (explain)

Geforce GTX 690 384512 MB/sec
GeForce GTX 660 Ti 144000 MB/sec
Difference: 240512 (167%)

Texel Rate

The Geforce GTX 690 will be a lot (more or less 129%) faster with regards to texture filtering than the GeForce GTX 660 Ti. (explain)

Geforce GTX 690 234240 Mtexels/sec
GeForce GTX 660 Ti 102480 Mtexels/sec
Difference: 131760 (129%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the Geforce GTX 690 is a better choice, and very much so. (explain)

Geforce GTX 690 58560 Mpixels/sec
GeForce GTX 660 Ti 21960 Mpixels/sec
Difference: 36600 (167%)

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

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce GTX 660 Ti

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Geforce GTX 690

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 660 Ti Geforce GTX 690
Manufacturer nVidia nVidia
Year August 2012 April 2012
Code Name GK104 GK104
Fab Process 28 nm 28 nm
Bus PCIe 3.0 x16 PCIe 3.0 x16
Memory 2048 MB 2048 MB (x2)
Core Speed 915 MHz 915 MHz (x2)
Shader Speed 915 MHz 915 MHz (x2)
Memory Speed 1500 MHz (6000 MHz effective) 1502 MHz (6008 MHz effective) (x2)
Unified Shaders 1344 1536 (x2)
Texture Mapping Units 112 128 (x2)
Render Output Units 24 32 (x2)
Bus Type GDDR5 GDDR5
Bus Width 192-bit 256-bit (x2)
DirectX Version DirectX 11.1 DirectX 11.1
OpenGL Version OpenGL 4.3 OpenGL 4.2
Power (Max TDP) 150 watts 300 watts
Shader Model 5.0 5.0
Bandwidth 144000 MB/sec 384512 MB/sec
Texel Rate 102480 Mtexels/sec 234240 Mtexels/sec
Pixel Rate 21960 Mpixels/sec 58560 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better 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 are applied per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher 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 that the graphics chip 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 Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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