Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 470 comes with a GPU clock speed of 607 MHz, and the 1280 MB of GDDR5 memory runs at 837 MHz through a 320-bit bus. It also features 448 SPUs, 56 Texture Address Units, and 40 Raster Operation Units.
Compare all that to the GeForce GTX 660 Ti, which comes with a core 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 features 1344 SPUs, 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 perform a small bit faster than the GeForce GTX 470 in general. (explain)
Texel RateThe GeForce GTX 660 Ti will be quite a bit (approximately 201%) faster with regards to texture filtering than the GeForce GTX 470. (explain)
Pixel RateThe GeForce GTX 470 should be a small bit (more or less 11%) better at anti-aliasing than the GeForce GTX 660 Ti, and also should be able to handle higher screen resolutions better. (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 maximum amount of data (counted in megabytes per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.