Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 makes use of a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR5 memory works at a speed of 924 MHz on this specific model. It features 480 SPUs along with 60 TAUs and 48 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 660, which features clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 960 SPUs as well as 80 TAUs and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 480 should theoretically be quite a bit better than the GeForce GTX 660 overall. (explain)
Texel RateThe GeForce GTX 660 will be a lot (approximately 87%) faster with regards to AF than the GeForce GTX 480. (explain)
Pixel RateIf running with lots of anti-aliasing 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 max amount of data (measured in MB per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes 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, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.