Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 470 uses a 40 nm design. nVidia has clocked the core frequency at 607 MHz. The GDDR5 memory runs at a speed of 837 MHz on this specific card. It features 448 SPUs as well as 56 Texture Address Units and 40 Rasterization Operator Units.
Compare all that to the GeForce GTX 660 Ti, which has a clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit bus, and uses a 28 nm design. It is comprised of 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
(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 small bit faster than the GeForce GTX 470 in general. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (approximately 201%) more effective at AF than the GeForce GTX 470. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 470 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: Bandwidth is the largest amount of data (measured in megabytes per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's 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 amount of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.