Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 660 Ti
IntroThe GeForce GTX 460 1GB comes with core clock speeds of 675 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 memory. It features 336 SPUs as well as 56 Texture Address Units and 32 Rasterization Operator Units.
Compare those specs to the GeForce GTX 660 Ti, which features a clock speed of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It features 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 theoretically be quite a bit better than the GeForce GTX 460 1GB in general. (explain)
Texel RateThe GeForce GTX 660 Ti should be a lot (approximately 171%) better at texture filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateThe GeForce GTX 660 Ti is just a bit (about 2%) faster with regards to full screen anti-aliasing than the GeForce GTX 460 1GB, and should be capable of handling higher screen resolutions while still performing well. (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 max amount of data (counted in MB per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better 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 processed in one second. This is calculated by multiplying the total 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 in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.