Compare any two graphics cards:
GeForce GTX 465 vs GeForce GTX 660 Ti
IntroThe 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)
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)
Texel RateThe GeForce GTX 660 Ti will be a lot (approximately 284%) faster with regards to anisotropic filtering than the GeForce GTX 465. (explain)
Pixel RateIf 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)
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 ComparisonPlease 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.
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.