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 speed at 772 MHz. The GDDR5 RAM works at a frequency of 1002 MHz on this model. It features 512 SPUs as well as 64 TAUs and 48 ROPs.
Compare those specs to the GeForce GTX 660 Ti, which features core clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs along with 112 TAUs and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 should be 34% quicker than the GeForce GTX 660 Ti overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (more or less 107%) faster with regards to AF than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 should be quite a bit (about 69%) better at full screen anti-aliasing than the GeForce GTX 660 Ti, and also will be capable of handling higher screen resolutions more effectively. (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 max amount of information (in units of MB per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. 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 texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels 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 number is worked out by multiplying the number of Raster Operations Pipelines by the the card's 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 many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.