Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 has a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Compare all of that to the GeForce GTX 660, which has a GPU core clock speed of 980 MHz, and 2048 MB of GDDR5 memory set to run at 1502 MHz through a 192-bit bus. It also features 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 a lot faster than the GeForce GTX 260 overall. (explain)
Texel RateThe GeForce GTX 660 should be a lot (about 113%) faster with regards to AF than the GeForce GTX 260. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 660 is the winner, 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 information (measured in MB per second) that can be moved over the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better 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 can be applied per second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.