Compare any two graphics cards:
GeForce GTX 660 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 660 features a clock frequency of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also features a 192-bit bus, and uses a 28 nm design. It features 960 SPUs, 80 TAUs, and 24 ROPs.
Compare those specifications to the GeForce GTX 660 Ti, which makes use of a 28 nm design. nVidia has clocked the core frequency at 915 MHz. The GDDR5 RAM is set to run at a frequency of 1500 MHz on this model. It features 1344 SPUs along with 112 TAUs and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660, in theory, should be a bit faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (more or less 31%) better at AF than the GeForce GTX 660. (explain)
Pixel RateThe GeForce GTX 660 will be a bit (more or less 7%) faster with regards to AA than the GeForce GTX 660 Ti, and should be capable of handling higher screen resolutions without slowing down too much. (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: Bandwidth is the max amount of data (in units of MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster 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 number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the 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 that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.