Compare any two graphics cards:
GeForce GTX 570 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 570 features core clock speeds of 732 MHz on the GPU, and 950 MHz on the 1280 MB of GDDR5 RAM. It features 480 SPUs along with 60 Texture Address Units and 40 ROPs.
Compare all of that to the GeForce GTX 660 Ti, which comes with GPU core speed of 915 MHz, and 2048 MB of GDDR5 RAM set to run at 1500 MHz through a 192-bit bus. It also is comprised of 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 570 should theoretically be a little bit faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (more or less 133%) faster with regards to anisotropic filtering than the GeForce GTX 570. (explain)
Pixel RateThe GeForce GTX 570 is a lot (about 33%) faster with regards to anti-aliasing than the GeForce GTX 660 Ti, and also capable of handling higher resolutions without losing too much performance. (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 largest amount of data (measured in megabytes per second) that can be transported over the external memory interface within a second. It's calculated by multiplying the interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at 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 the video card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.