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GeForce GTX 460 vs GeForce GTX 660

Intro

The GeForce GTX 460 makes use of a 40 nm design. nVidia has set the core speed at 675 MHz. The GDDR5 memory is set to run at a frequency of 900 MHz on this specific card. It features 336 SPUs along with 56 Texture Address Units and 24 Rasterization Operator Units.

Compare those specs to the GeForce GTX 660, which features a core clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 192-bit memory bus, and uses a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 660 140 Watts
GeForce GTX 460 150 Watts
Difference: 10 Watts (7%)

Memory Bandwidth

The GeForce GTX 660 should in theory be quite a bit faster than the GeForce GTX 460 overall. (explain)

GeForce GTX 660 144192 MB/sec
GeForce GTX 460 86400 MB/sec
Difference: 57792 (67%)

Texel Rate

The GeForce GTX 660 will be a lot (more or less 107%) faster with regards to anisotropic filtering than the GeForce GTX 460. (explain)

GeForce GTX 660 78400 Mtexels/sec
GeForce GTX 460 37800 Mtexels/sec
Difference: 40600 (107%)

Pixel Rate

If using high levels of AA is important to you, then the GeForce GTX 660 is a better choice, by a large margin. (explain)

GeForce GTX 660 23520 Mpixels/sec
GeForce GTX 460 16200 Mpixels/sec
Difference: 7320 (45%)

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.

Price Comparison

GeForce GTX 460

Amazon.com

GeForce GTX 660

Amazon.com

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.

Specifications

Model GeForce GTX 460 GeForce GTX 660
Manufacturer nVidia nVidia
Year July 2010 September 2012
Code Name GF104 GK106
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 768 MB 2048 MB
Core Speed 675 MHz 980 MHz
Shader Speed 1350 MHz 980 MHz
Memory Speed 900 MHz (3600 MHz effective) 1502 MHz (6008 MHz effective)
Unified Shaders 336 960
Texture Mapping Units 56 80
Render Output Units 24 24
Bus Type GDDR5 GDDR5
Bus Width 192-bit 192-bit
DirectX Version DirectX 11 DirectX 11.0
OpenGL Version OpenGL 4.1 OpenGL 4.3
Power (Max TDP) 150 watts 140 watts
Shader Model 5.0 5.0
Bandwidth 86400 MB/sec 144192 MB/sec
Texel Rate 37800 Mtexels/sec 78400 Mtexels/sec
Pixel Rate 16200 Mpixels/sec 23520 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster 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 processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the graphics 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 the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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