Compare any two graphics cards:
GeForce GT 310 vs GeForce GTX 660 Ti
IntroThe GeForce GT 310 features a clock speed of 589 MHz and a DDR2 memory frequency of 1000 MHz. It also makes use of a 64-bit memory bus, and makes use of a 40 nm design. It features 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Compare that to the GeForce GTX 660 Ti, which makes use of a 28 nm design. nVidia has set the core frequency at 915 MHz. The GDDR5 RAM runs at a speed of 1500 MHz on this card. It features 1344 SPUs along with 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 will be 800% quicker than the GeForce GT 310 in general, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 660 Ti should be a lot (approximately 2075%) better at anisotropic filtering than the GeForce GT 310. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 660 Ti is superior to the GeForce GT 310, 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: Memory bandwidth is the largest amount of data (measured in MB per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 processed in one second. This number is calculated by multiplying the total texture units by the core 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write 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 card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to 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 potential to get to the max fill rate.