Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 comes with a GPU core clock speed of 675 MHz, and the 768 MB of GDDR5 RAM runs at 900 MHz through a 192-bit bus. It also is made up of 336 SPUs, 56 TAUs, and 24 ROPs.
Compare those specifications to the GeForce GTX 660, which uses a 28 nm design. nVidia has clocked the core frequency at 980 MHz. The GDDR5 RAM runs at a speed of 1502 MHz on this card. It features 960 SPUs along with 80 Texture Address Units and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 should perform much faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 660 is a lot (more or less 107%) more effective at anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 660 should be much (more or less 45%) faster with regards to anti-aliasing than the GeForce GTX 460, and 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: Bandwidth is the max amount of data (in units of MB per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher 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 maximum amount of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.