Compare any two graphics cards:
GeForce GTX 580 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 580 uses a 40 nm design. nVidia has clocked the core speed at 772 MHz. The GDDR5 memory runs at a frequency of 1002 MHz on this particular card. It features 512 SPUs as well as 64 TAUs and 48 ROPs.
Compare all of that to the GeForce GTX 660 Ti, which comes with a clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also uses a 192-bit memory bus, and uses a 28 nm design. It features 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 580 should in theory be a lot superior to the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (about 107%) more effective at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateIf using a high resolution 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 (in units of megabytes per second) that can be transferred over the external memory interface in a second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one 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 number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.