Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 560 Ti has a core clock speed of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is comprised of 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare that to the GeForce GTX 660 Ti, which comes with core clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs along with 112 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 Ti should theoretically be a little bit superior to the GeForce GTX 560 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is much (about 95%) better at texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 560 Ti is superior to the GeForce GTX 660 Ti, but only just. (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 information (counted in megabytes per second) that can be transported across the external memory interface within a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill 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.