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 that to the GeForce GTX 660, which features a GPU core clock speed of 980 MHz, and 2048 MB of GDDR5 memory running at 1502 MHz through a 192-bit bus. It also is made up of 960 Stream Processors, 80 TAUs, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 should be 29% quicker than the GeForce GTX 260 overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 660 should be a lot (about 113%) better at texture filtering than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 is quite a bit (about 46%) faster with regards to full screen anti-aliasing than the GeForce GTX 260, and should be capable of handling 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: Bandwidth is the max amount of information (in units of MB per second) that can be moved over the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total number of texture units 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.