Compare any two graphics cards:
GeForce GTX 660 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 660 features a clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also makes use of a 192-bit memory bus, and uses a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
Compare those specs to the GeForce GTX 660 Ti, which features a clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also makes use of a 192-bit bus, and uses a 28 nm design. It is made up of 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 is 0% quicker than the GeForce GTX 660 Ti overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 660 Ti will be quite a bit (more or less 31%) better at AF than the GeForce GTX 660. (explain)
Pixel RateThe GeForce GTX 660 will be just a bit (approximately 7%) more effective at anti-aliasing than the GeForce GTX 660 Ti, and also should be capable of handling higher screen resolutions without losing too much performance. (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 (measured in MB per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.