Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 features clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 RAM. It features 480 SPUs as well as 60 TAUs and 48 ROPs.
Compare those specifications to the GeForce GTX 660, which features a core clock frequency of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also features a 192-bit memory bus, and makes use of a 28 nm design. It is made up of 960 SPUs, 80 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480, in theory, should perform much faster than the GeForce GTX 660 overall. (explain)
Texel RateThe GeForce GTX 660 should be a lot (more or less 87%) faster with regards to AF than the GeForce GTX 480. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 480 is superior to the GeForce GTX 660, 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 (counted in MB per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total number 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.