Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 features core speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 192 SPUs as well as 64 TAUs and 28 ROPs.
Compare those specs to the GeForce GTX 660, which comes with GPU core speed of 980 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 192-bit bus. It also is made up of 960 SPUs, 80 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 is 29% faster than the GeForce GTX 260 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 660 should be much (approximately 113%) more effective at texture filtering than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 is quite a bit (about 46%) more effective at anti-aliasing than the GeForce GTX 260, and should be able to handle higher screen resolutions while still performing well. (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 largest amount of information (measured in megabytes per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 are applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.