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 makes use of a 448-bit bus, and uses a 65 nm design. It is comprised of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.
Compare those specs to the GeForce GTX 660, which features a clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also makes use of a 192-bit memory bus, and makes use of a 28 nm design. It features 960 SPUs, 80 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 should perform a lot faster than the GeForce GTX 260 in general. (explain)
Texel RateThe GeForce GTX 660 should be much (about 113%) faster with regards to AF than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 will be quite a bit (more or less 46%) better at AA than the GeForce GTX 260, and also capable of handling higher 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of texture map elements (texels) that are applied in one second. This is worked out 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 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 that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the clock 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 rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.