Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 470 has a core clock speed of 607 MHz and a GDDR5 memory speed of 837 MHz. It also uses a 320-bit bus, and uses a 40 nm design. It features 448 SPUs, 56 TAUs, and 40 ROPs.
Compare that to the GeForce GTX 660 Ti, which comes with a GPU core clock speed of 915 MHz, and 2048 MB of GDDR5 memory running at 1500 MHz through a 192-bit bus. It also features 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 Ti, in theory, should be a bit faster than the GeForce GTX 470 overall. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (about 201%) more effective at texture filtering than the GeForce GTX 470. (explain)
Pixel RateThe GeForce GTX 470 will be a little bit (more or less 11%) faster with regards to AA than the GeForce GTX 660 Ti, and also will be capable of handling 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. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is calculated 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 applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core 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 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 reach the maximum fill rate.