Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 features a GPU core clock speed of 576 MHz, and the 896 MB of GDDR3 RAM is set to run at 999 MHz through a 448-bit bus. It also is made up of 192 Stream Processors, 64 TAUs, and 28 ROPs.
Compare those specifications to the GeForce GTX 660, which comes with a clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also features a 192-bit memory bus, and uses a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 should be quite a bit faster than the GeForce GTX 260 overall. (explain)
Texel RateThe GeForce GTX 660 is a lot (approximately 113%) more effective at texture filtering than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 should be quite a bit (more or less 46%) faster with regards to AA than the GeForce GTX 260, and should be capable of handling higher resolutions more effectively. (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 MB per second) that can be moved past the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 amount of pixels the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of 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 output rate is also dependant on many 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.