Compare any two graphics cards:
GeForce GTX 660 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 660 comes with clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 960 SPUs as well as 80 Texture Address Units and 24 ROPs.
Compare those specifications to the GeForce GTX 660 Ti, which has a core clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit memory bus, and uses a 28 nm design. It is made up of 1344 SPUs, 112 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 should be a bit faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is quite a bit (approximately 31%) more effective at texture filtering than the GeForce GTX 660. (explain)
Pixel RateThe GeForce GTX 660 should be a bit (more or less 7%) better at full screen anti-aliasing than the GeForce GTX 660 Ti, and also should be capable of handling higher resolutions better. (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 information (in units of megabytes per second) that can be transferred across the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount 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 is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.