Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 560 Ti has a core clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also uses a 256-bit bus, and uses a 40 nm design. It is comprised of 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare all that to the GeForce GTX 660 Ti, which has GPU clock speed of 915 MHz, and 2048 MB of GDDR5 RAM running at 1500 MHz through a 192-bit bus. It also is comprised of 1344 Stream Processors, 112 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 Ti should be a little bit faster than the GeForce GTX 560 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is quite a bit (about 95%) better at anisotropic filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateThe GeForce GTX 560 Ti should be a little bit (about 20%) better at FSAA than the GeForce GTX 660 Ti, and also will be able to handle higher resolutions without slowing down too much. (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 (measured in MB per second) that can be transferred across the external memory interface within a second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video 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 per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.