Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 RAM works at a speed of 999 MHz on this specific card. It features 192 SPUs along with 64 TAUs and 28 Rasterization Operator Units.
Compare that to the GeForce GTX 660, which has a clock frequency of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 192-bit bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 should be a lot faster than the GeForce GTX 260 overall. (explain)
Texel RateThe GeForce GTX 660 will be much (approximately 113%) faster with regards to AF than the GeForce GTX 260. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 660 is superior to the GeForce GTX 260, and very much so. (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: Bandwidth is the max amount of information (in units of MB per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, 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 can be applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.