Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 has a clock frequency of 700 MHz and a GDDR5 memory speed of 924 MHz. It also uses a 384-bit memory bus, and makes use of a 40 nm design. It is made up of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Compare those specifications to the GeForce GTX 660, which comes with a core clock frequency of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also uses a 192-bit memory bus, and uses a 28 nm design. It is made up of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
BenchmarksThese are real-world performance benchmarks that were submitted by Hardware Compare users. The scores seen here are the average of all benchmarks submitted for each respective test and hardware.
3DMark Fire Strike Graphics Score
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 480 should be 23% quicker than the GeForce GTX 660 in general, due to its greater data rate. (explain)
Texel RateThe GeForce GTX 660 is a lot (approximately 87%) faster with regards to texture filtering than the GeForce GTX 480. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 480 is the winner, 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.
GeForce GTX 480
GeForce GTX 660
Memory Bandwidth: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred past the external memory interface in one second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. 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 texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics 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 number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
GeForce GTX 480
GeForce GTX 660