Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 features a GPU core clock speed of 675 MHz, and the 768 MB of GDDR5 memory is set to run at 900 MHz through a 192-bit bus. It also is made up of 336 SPUs, 56 TAUs, and 24 ROPs.
Compare that to the GeForce GTX 660, which features a core clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also features a 192-bit memory bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 is 67% quicker than the GeForce GTX 460 overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 660 is a lot (about 107%) more effective at AF than the GeForce GTX 460. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 660 is the winner, and very much so. (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 max amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number 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 better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.