Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 uses a 40 nm design. nVidia has clocked the core frequency at 675 MHz. The GDDR5 memory is set to run at a speed of 900 MHz on this card. It features 336 SPUs along with 56 TAUs and 24 Rasterization Operator Units.
Compare all that to the GeForce GTX 660, which features a clock frequency of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 192-bit bus, and uses a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660, in theory, should perform a lot faster 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 RateThe GeForce GTX 660 should be much (about 45%) faster with regards to anti-aliasing than the GeForce GTX 460, and also will be capable of handling higher screen resolutions more effectively. (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 MB per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.