Compare any two graphics cards:
GeForce GTX 580 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 580 features a core clock frequency of 772 MHz and a GDDR5 memory speed of 1002 MHz. It also makes use of a 384-bit bus, and uses a 40 nm design. It is made up of 512 SPUs, 64 TAUs, and 48 ROPs.
Compare all of that to the GeForce GTX 660 Ti, which comes with a GPU core clock speed of 915 MHz, and 2048 MB of GDDR5 memory running at 1500 MHz through a 192-bit bus. It also features 1344 SPUs, 112 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 580 will be 34% faster than the GeForce GTX 660 Ti overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 660 Ti is much (approximately 107%) faster with regards to anisotropic filtering 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.
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 maximum amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total amount of texture units 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 applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels 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 number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.