Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 makes use of a 40 nm design. nVidia has clocked the core speed at 675 MHz. The GDDR5 memory works at a frequency of 900 MHz on this specific card. It features 336 SPUs as well as 56 Texture Address Units and 24 ROPs.
Compare those specifications to the GeForce GTX 660, which uses a 28 nm design. nVidia has clocked the core speed at 980 MHz. The GDDR5 memory runs at a frequency of 1502 MHz on this model. It features 960 SPUs as well as 80 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 should perform quite a bit faster than the GeForce GTX 460 in general. (explain)
Texel RateThe GeForce GTX 660 is quite a bit (approximately 107%) more effective at anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 660 will be much (approximately 45%) better at anti-aliasing than the GeForce GTX 460, and also capable of handling higher resolutions without slowing down too much. (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 max amount of information (measured in MB per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once 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 high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the 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 maximum number of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.