Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 comes with a GPU core speed of 675 MHz, and the 768 MB of GDDR5 RAM runs at 900 MHz through a 192-bit bus. It also is comprised of 336 SPUs, 56 Texture Address Units, and 24 Raster Operation Units.
Compare all that to the GeForce GTX 660, which comes with a clock frequency 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 TAUs, 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 better than the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 660 should be much (more or less 107%) faster with regards to AF than the GeForce GTX 460. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 660 is superior to the GeForce GTX 460, by a large margin. (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 maximum amount of information (measured in megabytes per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate 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 rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.