Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 6790
IntroThe GeForce GTX 660 makes use of a 28 nm design. nVidia has clocked the core frequency at 980 MHz. The GDDR5 memory works at a frequency of 1502 MHz on this card. It features 960 SPUs as well as 80 TAUs and 24 Rasterization Operator Units.
Compare all of that to the Radeon HD 6790, which comes with clock speeds of 840 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 memory. It features 800 SPUs as well as 40 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 will be 7% quicker than the Radeon HD 6790 overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 660 should be a lot (more or less 133%) better at texture filtering than the Radeon HD 6790. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 660 is a better choice, by far. (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: Bandwidth is the maximum amount of data (counted in MB per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the interface width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.