Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 comes with a GPU core clock speed of 700 MHz, and the 1536 MB of GDDR5 memory runs at 924 MHz through a 384-bit bus. It also features 480 Stream Processors, 60 TAUs, and 48 ROPs.
Compare all that 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 features a 192-bit memory bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 480 should theoretically be much superior to the GeForce GTX 660 overall. (explain)
Texel RateThe GeForce GTX 660 will be quite a bit (more or less 87%) better at texture filtering than the GeForce GTX 480. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 480 is superior to the GeForce GTX 660, 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: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.