Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 features a GPU core clock 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 is made up of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Compare that to the GeForce GTX 660, which makes use of a 28 nm design. nVidia has clocked the core speed at 980 MHz. The GDDR5 RAM works at a speed of 1502 MHz on this model. It features 960 SPUs as well as 80 TAUs 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 be quite a bit 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 a high screen resolution 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 maximum amount of information (in units of MB per second) that can be transported past the external memory interface within a second. The number is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of 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.