Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 has a core clock frequency 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 comprised of 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Compare all of that to the GeForce GTX 660, which has GPU clock speed of 980 MHz, and 2048 MB of GDDR5 RAM set to run at 1502 MHz through a 192-bit bus. It also is comprised of 960 Stream Processors, 80 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 should theoretically perform quite a bit faster than the GeForce GTX 260 in general. (explain)
Texel RateThe GeForce GTX 660 will be much (approximately 113%) better at texture filtering than the GeForce GTX 260. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 660 is a better choice, 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 maximum amount of information (measured in megabytes per second) that can be moved across the external memory interface in a second. The number is worked out by multiplying the interface width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 can be applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its 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 core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.