Compare any two graphics cards:
GeForce GTX 580 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 580 makes use of a 40 nm design. nVidia has set the core speed at 772 MHz. The GDDR5 RAM runs at a frequency of 1002 MHz on this specific model. It features 512 SPUs along with 64 Texture Address Units and 48 Rasterization Operator Units.
Compare all of that to the GeForce GTX 660 Ti, which features a clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit bus, and uses a 28 nm design. It is comprised of 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 better than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be much (approximately 107%) more effective at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateThe GeForce GTX 580 is much (about 69%) more effective at anti-aliasing than the GeForce GTX 660 Ti, and will be capable of handling higher resolutions without slowing down too much. (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 largest amount of data (counted in megabytes per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the bus width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record 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 core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.