Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 660 Ti
IntroThe GeForce GTX 460 1GB has a GPU clock speed of 675 MHz, and the 1024 MB of GDDR5 RAM is set to run at 900 MHz through a 256-bit bus. It also is comprised of 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the GeForce GTX 660 Ti, which has core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs as well as 112 Texture Address Units and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 Ti should in theory perform quite a bit faster than the GeForce GTX 460 1GB overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be quite a bit (approximately 171%) faster with regards to anisotropic filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 660 Ti is the winner, but it probably won't make a huge difference. (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 max amount of information (in units of MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better 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 amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core speed of the card. 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 output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.