Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 features core clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 192 SPUs as well as 64 TAUs and 28 Rasterization Operator Units.Compare that to the GeForce GTX 660, which makes use of a 28 nm design. nVidia has clocked the core frequency at 980 MHz. The GDDR5 RAM is set to run at a frequency of 1502 MHz on this particular card. It features 960 SPUs as well as 80 TAUs and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the GeForce GTX 660 should perform quite a bit faster than the GeForce GTX 260 in general. (explain)
Texel RateThe GeForce GTX 660 is a lot (approximately 113%) better at AF than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 should be a lot (approximately 46%) faster with regards to FSAA than the GeForce GTX 260, and will be capable of handling higher resolutions without losing too much performance. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (in units of MB per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher 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 that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.
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