Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 has core clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 memory. It features 336 SPUs along with 56 TAUs and 24 ROPs.
Compare all that to the GeForce GTX 660, which comes with a clock speed of 980 MHz and a GDDR5 memory frequency 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 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 should theoretically be a lot superior to the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 660 should be a lot (more or less 107%) faster with regards to anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 660 will be quite a bit (approximately 45%) better at AA than the GeForce GTX 460, and also capable of handling higher resolutions without losing too much performance. (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 information (counted in megabytes per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs 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 fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.