Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 comes with a GPU clock speed of 700 MHz, and the 1536 MB of GDDR5 memory is set to run at 924 MHz through a 384-bit bus. It also is made up of 480 Stream Processors, 60 Texture Address Units, and 48 Raster Operation Units.
Compare all of that to the GeForce GTX 660, which has a GPU core clock speed of 980 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 192-bit bus. It also is made up of 960 Stream Processors, 80 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 480 should perform a lot faster than the GeForce GTX 660 in general. (explain)
Texel RateThe GeForce GTX 660 should be much (about 87%) better at AF than the GeForce GTX 480. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 480 is superior to the GeForce GTX 660, by a large margin. (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 information (measured in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units of the card by the core clock 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.