Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 has a GPU core clock speed of 675 MHz, and the 768 MB of GDDR5 memory runs at 900 MHz through a 192-bit bus. It also is comprised of 336 Stream Processors, 56 Texture Address Units, and 24 Raster Operation Units.
Compare those specs to the GeForce GTX 660, which has GPU core speed of 980 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 192-bit bus. It also is made up of 960 Stream Processors, 80 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 should perform quite a bit faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 660 will be a lot (approximately 107%) faster with regards to anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 660 is superior to the GeForce GTX 460, 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.
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 largest amount of information (in units of megabytes per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 texture map elements (texels) that are processed per second. This is calculated by multiplying the total number of texture units by the core clock 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 a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.