Compare any two graphics cards:
GeForce GTX 580 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 580 comes with a GPU core speed of 772 MHz, and the 1536 MB of GDDR5 RAM runs at 1002 MHz through a 384-bit bus. It also is comprised of 512 SPUs, 64 TAUs, and 48 Raster Operation Units.
Compare those specs to the GeForce GTX 660 Ti, which comes with a clock frequency of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also features a 192-bit memory bus, and makes use of a 28 nm design. It is made up of 1344 SPUs, 112 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 580 should be much faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (more or less 107%) more effective at anisotropic filtering than the GeForce GTX 580. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 580 is the winner, 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 moved across the external memory interface in a second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. 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 rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.