Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 comes with a clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also uses a 192-bit memory bus, and uses a 40 nm design. It features 336 SPUs, 56 TAUs, and 24 ROPs.
Compare that to the GeForce GTX 660, which makes use of a 28 nm design. nVidia has clocked the core speed at 980 MHz. The GDDR5 memory is set to run at a frequency of 1502 MHz on this specific card. It features 960 SPUs as well as 80 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 is 67% quicker than the GeForce GTX 460 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 660 should be quite a bit (more or less 107%) faster with regards to texture filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 660 is much (about 45%) better at full screen anti-aliasing than the GeForce GTX 460, and also should be able to handle higher screen resolutions while still performing well. (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 data (in units of MB per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.