Compare any two graphics cards:
GeForce GTX 660 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 660 uses a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 memory works at a speed of 1502 MHz on this card. It features 960 SPUs along with 80 Texture Address Units and 24 Rasterization Operator Units.
Compare that to the GeForce GTX 660 Ti, which comes with clock 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 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 should in theory be just a bit better than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is quite a bit (about 31%) better at AF than the GeForce GTX 660. (explain)
Pixel RateThe GeForce GTX 660 will be a little bit (about 7%) better at full screen anti-aliasing than the GeForce GTX 660 Ti, and capable of handling higher screen resolutions while still performing well. (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 megabytes per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics 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 number of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.