Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 560 Ti makes use of a 40 nm design. nVidia has clocked the core speed at 822 MHz. The GDDR5 memory is set to run at a speed of 1002 MHz on this card. It features 384 SPUs along with 64 TAUs and 32 ROPs.
Compare those specifications to the GeForce GTX 660 Ti, which comes with core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs as well as 112 TAUs and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 Ti is 12% faster than the GeForce GTX 560 Ti overall, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 660 Ti is much (approximately 95%) faster with regards to texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 560 Ti is a better choice, though not by far. (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 (in units of megabytes per second) that can be transferred past the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total texture units by the core 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 applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core 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 rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.