Compare any two graphics cards:
GeForce GTX 660 vs GeForce GTX 660 Ti
IntroThe GeForce GTX 660 features a core clock frequency of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also makes use of a 192-bit bus, and makes use of a 28 nm design. It features 960 SPUs, 80 Texture Address Units, and 24 ROPs.
Compare those specifications to the GeForce GTX 660 Ti, which uses a 28 nm design. nVidia has clocked the core speed at 915 MHz. The GDDR5 RAM runs at a speed of 1500 MHz on this particular card. It features 1344 SPUs along with 112 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 should theoretically be a bit faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti should be much (more or less 31%) better at AF than the GeForce GTX 660. (explain)
Pixel RateThe GeForce GTX 660 should be just a bit (more or less 7%) better at FSAA 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 maximum amount of information (measured in MB per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's 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 number of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.