Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 560 Ti features a clock speed of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It is comprised of 384 SPUs, 64 TAUs, and 32 Raster Operation Units.
Compare all that to the GeForce GTX 660 Ti, which makes use of a 28 nm design. nVidia has clocked the core speed at 915 MHz. The GDDR5 memory is set to run at a frequency of 1500 MHz on this particular card. It features 1344 SPUs along with 112 Texture Address Units 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 overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be much (about 95%) more effective at AF than the GeForce GTX 560 Ti. (explain)
Pixel RateThe GeForce GTX 560 Ti should be a bit (more or less 20%) more effective at anti-aliasing than the GeForce GTX 660 Ti, and also able to handle 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transported over the external memory interface within a second. It's calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the clock 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 rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.