Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 uses a 40 nm design. nVidia has set the core speed at 675 MHz. The GDDR5 RAM is set to run at a frequency of 900 MHz on this model. It features 336 SPUs as well as 56 TAUs and 24 ROPs.
Compare those specifications to the GeForce GTX 660, which comes with a core clock speed of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 192-bit bus, and makes use of a 28 nm design. It features 960 SPUs, 80 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 should in theory be much superior to the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 660 will be quite a bit (about 107%) faster with regards to texture filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 660 will be quite a bit (more or less 45%) faster with regards to full screen anti-aliasing than the GeForce GTX 460, and should be able to handle higher screen 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (in units of MB per second) that can be moved past the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out 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 rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.