Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 uses a 40 nm design. nVidia has set the core speed at 700 MHz. The GDDR5 RAM is set to run at a speed of 924 MHz on this card. It features 480 SPUs as well as 60 TAUs and 48 ROPs.
Compare all that to the GeForce GTX 660, which makes use of a 28 nm design. nVidia has set the core speed at 980 MHz. The GDDR5 memory is set to run at a frequency of 1502 MHz on this card. It features 960 SPUs as well as 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 quite a bit faster than the GeForce GTX 660 in general. (explain)
Texel RateThe GeForce GTX 660 will be a lot (approximately 87%) faster with regards to AF than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 should be quite a bit (approximately 43%) faster with regards to anti-aliasing than the GeForce GTX 660, and also able to handle higher screen resolutions without slowing down too much. (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 max amount of information (in units of megabytes per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount 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 speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could 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 colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.