Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 features a GPU core speed of 700 MHz, and the 1536 MB of GDDR5 memory runs at 924 MHz through a 384-bit bus. It also features 480 SPUs, 60 TAUs, and 48 ROPs.
Compare that to the GeForce GTX 660, which uses a 28 nm design. nVidia has clocked the core frequency at 980 MHz. The GDDR5 RAM works at a frequency of 1502 MHz on this specific card. It features 960 SPUs as well as 80 Texture Address Units and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 480 should perform a lot faster than the GeForce GTX 660 overall. (explain)
Texel RateThe GeForce GTX 660 is quite a bit (about 87%) better at anisotropic filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 should be a lot (approximately 43%) faster with regards to full screen anti-aliasing than the GeForce GTX 660, and also will be capable of handling higher screen resolutions better. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total texture units of the card by the core 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.