Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 uses a 40 nm design. nVidia has set the core frequency at 675 MHz. The GDDR5 RAM runs at a frequency of 900 MHz on this particular model. It features 336 SPUs as well as 56 TAUs and 24 Rasterization Operator Units.
Compare that to the GeForce GTX 660, which has a clock frequency of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 192-bit memory bus, and uses a 28 nm design. It features 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 660 should in theory be a lot better than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 660 should be much (about 107%) more effective at texture filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 660 should be much (approximately 45%) better at full screen anti-aliasing than the GeForce GTX 460, and should be able to handle higher resolutions more effectively. (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: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once 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 are processed per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.