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 set the core frequency at 700 MHz. The GDDR5 RAM runs at a speed of 924 MHz on this model. It features 480 SPUs along with 60 TAUs and 48 ROPs.
Compare that to the GeForce GTX 660, which has a core clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is made up of 960 SPUs, 80 Texture Address Units, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480 should theoretically be much faster than the GeForce GTX 660 overall. (explain)
Texel RateThe GeForce GTX 660 should be a lot (more or less 87%) better at AF than the GeForce GTX 480. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 480 is superior to the GeForce GTX 660, 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.
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: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better 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 applied per second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, 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 maximum number of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.