Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 660
IntroThe GeForce GTX 480 comes with a core clock frequency of 700 MHz and a GDDR5 memory frequency of 924 MHz. It also uses a 384-bit memory bus, and uses a 40 nm design. It features 480 SPUs, 60 Texture Address Units, and 48 ROPs.
Compare those specs to the GeForce GTX 660, which has core speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. 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)
In theory, the GeForce GTX 480 will be 23% quicker than the GeForce GTX 660 in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 660 will be quite a bit (about 87%) better at anisotropic filtering than the GeForce GTX 480. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 480 is superior to the GeForce GTX 660, by a large margin. (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 maximum amount of data (measured in MB per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.