Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 memory is set to run at a frequency of 999 MHz on this particular card. It features 192 SPUs along with 64 TAUs and 28 ROPs.
Compare all that to the GeForce GTX 660, which comes with a clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 should perform much faster than the GeForce GTX 260 in general. (explain)
Texel RateThe GeForce GTX 660 will be much (approximately 113%) more effective at anisotropic filtering than the GeForce GTX 260. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 660 is superior to the GeForce GTX 260, by a large margin. (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 information (counted in megabytes per second) that can be moved past the external memory interface in a second. It is calculated by multiplying the interface width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of 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 applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.