Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 has a GPU core speed of 700 MHz, and the 1536 MB of GDDR5 RAM is set to run at 924 MHz through a 384-bit bus. It also features 480 Stream Processors, 60 Texture Address Units, and 48 ROPs.
Compare those specifications to the GeForce GTX 660, which makes use of a 28 nm design. nVidia has clocked the core speed at 980 MHz. The GDDR5 memory runs at a frequency of 1502 MHz on this particular card. It features 960 SPUs along with 80 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480 should in theory be quite a bit faster than the GeForce GTX 660 overall. (explain)
Texel RateThe GeForce GTX 660 will be a lot (approximately 87%) more effective at anisotropic filtering than the GeForce GTX 480. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 480 is the winner, 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 largest amount of information (in units of megabytes per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.