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 speed of 999 MHz. It also uses a 448-bit memory bus, and uses 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 makes use of a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 RAM is set to run at a speed of 1502 MHz on this particular card. It features 960 SPUs along with 80 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 should in theory be quite a bit better than the GeForce GTX 260 overall. (explain)
Texel RateThe GeForce GTX 660 is a lot (about 113%) faster with regards to AF than the GeForce GTX 260. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 660 is superior to the GeForce GTX 260, by far. (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 largest amount of data (counted in megabytes per second) that can be transported past the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.