Compare any two graphics cards:
GeForce GTX 580 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 580 uses a 40 nm design. nVidia has set the core frequency at 772 MHz. The GDDR5 memory is set to run at a speed of 1002 MHz on this specific card. It features 512 SPUs as well as 64 TAUs and 48 Rasterization Operator Units.
Compare those specs to the GeForce GTX 660 Ti, which comes with a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit memory bus, and makes use of a 28 nm design. It features 1344 SPUs, 112 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 should be much faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti is quite a bit (approximately 107%) more effective at AF than the GeForce GTX 580. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 580 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: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.