Compare any two graphics cards:
GeForce GTX 465 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 465 features a GPU clock speed of 607 MHz, and the 1024 MB of GDDR5 RAM is set to run at 802 MHz through a 256-bit bus. It also is comprised of 352 Stream Processors, 44 TAUs, and 32 ROPs.
Compare all of that to the GeForce GTX 660 Ti, which has GPU core speed of 915 MHz, and 2048 MB of GDDR5 memory set to run at 1500 MHz through a 192-bit bus. It also is made up of 1344 Stream Processors, 112 Texture Address Units, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 Ti will be 40% faster than the GeForce GTX 465 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 660 Ti will be quite a bit (more or less 284%) faster with regards to AF than the GeForce GTX 465. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 660 Ti is the winner, not by a very large margin though. (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: Memory bandwidth is the largest amount of data (counted in MB per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total texture units by the core 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 maximum number of pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.