Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 has core clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 RAM. It features 480 SPUs along with 60 TAUs and 48 ROPs.
Compare those specs to the GeForce GTX 660, which features a GPU core clock speed of 980 MHz, and 2048 MB of GDDR5 RAM set to run at 1502 MHz through a 192-bit bus. It also is made up of 960 Stream Processors, 80 Texture Address Units, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 480 should theoretically be quite a bit better 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 will be quite a bit (more or less 43%) faster with regards to full screen anti-aliasing than the GeForce GTX 660, and should be able to handle higher 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.
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 largest amount of data (in units of MB per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better 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 can be processed per second. This is worked out 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 per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.