Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 comes with a GPU clock speed of 576 MHz, and the 896 MB of GDDR3 memory runs at 999 MHz through a 448-bit bus. It also is comprised of 192 Stream Processors, 64 TAUs, and 28 ROPs.
Compare all that to the GeForce GTX 660, which uses a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 RAM works at a frequency of 1502 MHz on this particular card. It features 960 SPUs as well as 80 TAUs and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 should perform much faster than the GeForce GTX 260 in general. (explain)
Texel RateThe GeForce GTX 660 should be much (approximately 113%) more effective at AF than the GeForce GTX 260. (explain)
Pixel RateIf using a high resolution 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 max amount of data (measured in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 processed in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs 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 quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.