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 RAM runs at 924 MHz through a 384-bit bus. It also is made up of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Compare all of that to the GeForce GTX 660, which has a core clock frequency of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also uses a 192-bit 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 in general. (explain)
Texel RateThe GeForce GTX 660 is much (more or less 87%) faster with regards to AF than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 should be quite a bit (about 43%) faster with regards to FSAA than the GeForce GTX 660, and should be 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.
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 information (in units of MB per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, 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 texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units by the core clock 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 processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock speed of the card. 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 output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.