Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 has clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 RAM. It features 336 SPUs as well as 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 particular model. It features 960 SPUs as well as 80 TAUs and 24 Rasterization Operator Units.
(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 a lot (about 107%) faster with regards to texture filtering than the GeForce GTX 460. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 660 is a better choice, and very much so. (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 largest amount of data (in units of MB per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 can be applied in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core speed of the card. 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 fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.