Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7770
IntroThe GeForce GTX 660 makes use of a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 RAM runs at a speed of 1502 MHz on this particular card. It features 960 SPUs as well as 80 Texture Address Units and 24 Rasterization Operator Units.
Compare that to the Radeon HD 7770, which makes use of a 28 nm design. AMD has set the core frequency at 1000 MHz. The GDDR5 memory is set to run at a frequency of 1125 MHz on this specific model. It features 640 SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660, in theory, should be a lot faster than the Radeon HD 7770 in general. (explain)
Texel RateThe GeForce GTX 660 should be much (about 96%) better at anisotropic filtering than the Radeon HD 7770. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 660 is a better choice, and very much so. (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 moved across the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units 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 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 get to the max fill rate.