Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 features a GPU core 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 comprised of 192 SPUs, 64 TAUs, and 28 ROPs.
Compare those specs to the GeForce GTX 660, which comes with a GPU core clock 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 Stream Processors, 80 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 should be quite a bit faster than the GeForce GTX 260 overall. (explain)
Texel RateThe GeForce GTX 660 will be a lot (about 113%) more effective at AF than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 should be quite a bit (about 46%) faster with regards to anti-aliasing than the GeForce GTX 260, and should 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 largest amount of information (counted in MB per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is worked out 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's 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 output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.