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GeForce GTX 660 vs Radeon HD 5770

Intro

The GeForce GTX 660 comes with a core clock frequency of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 192-bit memory bus, and makes use of a 28 nm design. It is made up of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.

Compare those specs to the Radeon HD 5770, which has a GPU core clock speed of 850 MHz, and 1024 MB of GDDR5 RAM set to run at 1200 MHz through a 128-bit bus. It also features 800(160x5) Stream Processors, 40 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5770 108 Watts
GeForce GTX 660 140 Watts
Difference: 32 Watts (30%)

Memory Bandwidth

As far as performance goes, the GeForce GTX 660 should theoretically be much superior to the Radeon HD 5770 overall. (explain)

GeForce GTX 660 144192 MB/sec
Radeon HD 5770 76800 MB/sec
Difference: 67392 (88%)

Texel Rate

The GeForce GTX 660 should be a lot (about 131%) faster with regards to texture filtering than the Radeon HD 5770. (explain)

GeForce GTX 660 78400 Mtexels/sec
Radeon HD 5770 34000 Mtexels/sec
Difference: 44400 (131%)

Pixel Rate

The GeForce GTX 660 should be quite a bit (more or less 73%) faster with regards to full screen anti-aliasing than the Radeon HD 5770, and also will be capable of handling higher screen resolutions without losing too much performance. (explain)

GeForce GTX 660 23520 Mpixels/sec
Radeon HD 5770 13600 Mpixels/sec
Difference: 9920 (73%)

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 Comparison

GeForce GTX 660

Amazon.com

Radeon HD 5770

Amazon.com

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.

Specifications

Model GeForce GTX 660 Radeon HD 5770
Manufacturer nVidia AMD
Year September 2012 October 13, 2009
Code Name GK106 Juniper XT
Fab Process 28 nm 40 nm
Bus PCIe 3.0 x16 PCIe 2.1 x16
Memory 2048 MB 1024 MB
Core Speed 980 MHz 850 MHz
Shader Speed 980 MHz (N/A) MHz
Memory Speed 1502 MHz (6008 MHz effective) 1200 MHz (4800 MHz effective)
Unified Shaders 960 800(160x5)
Texture Mapping Units 80 40
Render Output Units 24 16
Bus Type GDDR5 GDDR5
Bus Width 192-bit 128-bit
DirectX Version DirectX 11.0 DirectX 11
OpenGL Version OpenGL 4.3 OpenGL 3.2
Power (Max TDP) 140 watts 108 watts
Shader Model 5.0 5.0
Bandwidth 144192 MB/sec 76800 MB/sec
Texel Rate 78400 Mtexels/sec 34000 Mtexels/sec
Pixel Rate 23520 Mpixels/sec 13600 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (counted in MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better 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 are applied in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, 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 number of pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. 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 fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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