Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 comes with a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 ROPs.
Compare those specifications to the GeForce GTX 660, which comes with core speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 960 SPUs along with 80 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 should perform a lot faster than the GeForce GTX 260 overall. (explain)
Texel RateThe GeForce GTX 660 is much (approximately 113%) more effective at AF than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 will be a lot (approximately 46%) more effective at AA than the GeForce GTX 260, and also will be able to handle higher screen resolutions better. (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 data (in units of megabytes per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. 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 number of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the 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 the video card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.