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 Stream Processors, 56 Texture Address Units, and 24 Raster Operation Units.
Compare all of that to the GeForce GTX 660, which makes use of a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 RAM is set to run at a speed of 1502 MHz on this specific model. It features 960 SPUs along with 80 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 should theoretically be quite a bit better than the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 660 will be much (about 107%) better at anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 660 should be a lot (approximately 45%) better at FSAA than the GeForce GTX 460, and will be able to handle higher resolutions while still performing well. (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 maximum amount of information (counted in megabytes per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card 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 Raster Operations Pipelines by the the core 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 also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.