Compare any two graphics cards:
GeForce GTX 660 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 660 comes with a GPU core speed of 980 MHz, and the 2048 MB of GDDR5 RAM runs at 1502 MHz through a 192-bit bus. It also features 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
Compare those specs to the GeForce GTX 660 Ti, which has GPU clock speed of 915 MHz, and 2048 MB of GDDR5 memory running at 1500 MHz through a 192-bit bus. It also is comprised of 1344 Stream Processors, 112 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 should theoretically be a small bit superior to the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be much (more or less 31%) better at texture filtering than the GeForce GTX 660. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 660 is a better choice, but only just. (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.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.