Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 560 Ti comes with a core clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also uses a 256-bit memory bus, and uses a 40 nm design. It is comprised of 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare those specs to the GeForce GTX 660 Ti, which features core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs along with 112 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 Ti is 12% faster than the GeForce GTX 560 Ti in general, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 660 Ti should be a lot (approximately 95%) better at texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateThe GeForce GTX 560 Ti should be a little bit (approximately 20%) better at AA than the GeForce GTX 660 Ti, and will be capable of handling higher screen resolutions more effectively. (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 max amount of information (counted in MB per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics 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 maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. 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 fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.