Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 660
IntroThe GeForce GTX 460 features a clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also makes use of a 192-bit 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 frequency at 980 MHz. The GDDR5 RAM is set to run at a frequency of 1502 MHz on this specific 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)
Theoretically, the GeForce GTX 660 should be a lot faster than the GeForce GTX 460 overall. (explain)
Texel RateThe GeForce GTX 660 is a lot (about 107%) more effective at anisotropic filtering than the GeForce GTX 460. (explain)
Pixel RateIf using lots of anti-aliasing 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of information (counted in megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 are processed per second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.