Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 has core speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 memory. It features 336 SPUs along with 56 Texture Address Units and 24 Rasterization Operator Units.
Compare those specs to the GeForce GTX 660, which uses a 28 nm design. nVidia has clocked the core speed at 980 MHz. The GDDR5 RAM works at a frequency of 1502 MHz on this specific model. It features 960 SPUs along with 80 Texture Address Units and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 should be quite a bit faster than the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 660 should be quite a bit (about 107%) better at AF than the GeForce GTX 460. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 660 is a better choice, by far. (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 max amount of data (in units of MB per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the interface width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 can be processed per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. 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 output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.