Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 comes with a core clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also features a 192-bit memory bus, and makes use of a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 24 ROPs.
Compare all of that to the GeForce GTX 660, which comes with a core clock speed of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 192-bit memory bus, and makes use of a 28 nm design. It is made up of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 should theoretically perform much faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 660 should be quite a bit (more or less 107%) better at AF 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 also should be able to handle higher resolutions better. (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 largest amount of information (in units of megabytes per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.