Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 470 comes with core clock speeds of 607 MHz on the GPU, and 837 MHz on the 1280 MB of GDDR5 RAM. It features 448 SPUs as well as 56 Texture Address Units and 40 Rasterization Operator Units.
Compare those specs to the GeForce GTX 660 Ti, which has a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also makes use of a 192-bit bus, and uses a 28 nm design. It is comprised of 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 Ti should in theory be a small bit better than the GeForce GTX 470 in general. (explain)
Texel RateThe GeForce GTX 660 Ti will be a lot (about 201%) better at anisotropic filtering than the GeForce GTX 470. (explain)
Pixel RateThe GeForce GTX 470 will be a small bit (approximately 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 largest amount of data (measured in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, it should 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 anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.