Join Us On Facebook

Compare any two graphics cards:
VS

GeForce GTX 465 vs GeForce GTX 660 Ti

Intro

The GeForce GTX 465 features a core clock frequency of 607 MHz and a GDDR5 memory frequency of 802 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It features 352 SPUs, 44 TAUs, and 32 ROPs.

Compare those specifications to the GeForce GTX 660 Ti, which comes with a core clock frequency of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also makes use of a 192-bit bus, and uses a 28 nm design. It is made up of 1344 SPUs, 112 TAUs, and 24 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 660 Ti 150 Watts
GeForce GTX 465 200 Watts
Difference: 50 Watts (33%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 660 Ti should be 40% quicker than the GeForce GTX 465 in general, because of its higher data rate. (explain)

GeForce GTX 660 Ti 144000 MB/sec
GeForce GTX 465 102592 MB/sec
Difference: 41408 (40%)

Texel Rate

The GeForce GTX 660 Ti will be a lot (approximately 284%) faster with regards to anisotropic filtering than the GeForce GTX 465. (explain)

GeForce GTX 660 Ti 102480 Mtexels/sec
GeForce GTX 465 26708 Mtexels/sec
Difference: 75772 (284%)

Pixel Rate

If running with a high screen resolution is important to you, then the GeForce GTX 660 Ti is a better choice, but not by far. (explain)

GeForce GTX 660 Ti 21960 Mpixels/sec
GeForce GTX 465 19424 Mpixels/sec
Difference: 2536 (13%)

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 Comparison

Please 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.

GeForce GTX 465

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 660 Ti

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 465 GeForce GTX 660 Ti
Manufacturer nVidia nVidia
Year May 2010 August 2012
Code Name GF100 GK104
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 1024 MB 2048 MB
Core Speed 607 MHz 915 MHz
Shader Speed 1215 MHz 915 MHz
Memory Speed 802 MHz (3208 MHz effective) 1500 MHz (6000 MHz effective)
Unified Shaders 352 1344
Texture Mapping Units 44 112
Render Output Units 32 24
Bus Type GDDR5 GDDR5
Bus Width 256-bit 192-bit
DirectX Version DirectX 11 DirectX 11.1
OpenGL Version OpenGL 4.1 OpenGL 4.3
Power (Max TDP) 200 watts 150 watts
Shader Model 5.0 5.0
Bandwidth 102592 MB/sec 144000 MB/sec
Texel Rate 26708 Mtexels/sec 102480 Mtexels/sec
Pixel Rate 19424 Mpixels/sec 21960 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of information (in units of MB per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics 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 number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines 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 fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

Comments

Be the first to leave a comment!

Your email address will not be published.


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Spam Protection by WP-SpamFree