Compare any two graphics cards:
GeForce GTX 660 Ti vs Geforce GTX 680
IntroThe GeForce GTX 660 Ti features a GPU clock speed of 915 MHz, and the 2048 MB of GDDR5 memory is set to run at 1500 MHz through a 192-bit bus. It also features 1344 Stream Processors, 112 TAUs, and 24 Raster Operation Units.
Compare all that to the Geforce GTX 680, which comes with a clock frequency of 1006 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 256-bit memory bus, and makes use of a 28 nm design. It is comprised of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 680 should in theory perform quite a bit faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe Geforce GTX 680 is much (more or less 26%) better at texture filtering than the GeForce GTX 660 Ti. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Geforce GTX 680 is superior to the GeForce GTX 660 Ti, by a large margin. (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.
Price ComparisonPlease 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.
Memory Bandwidth: Memory bandwidth is the max amount of information (in units of MB per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the interface width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is worked out by multiplying the total number of texture units of the card 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 processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.