Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 RAM works at a speed of 999 MHz on this particular card. It features 192 SPUs as well as 64 Texture Address Units and 28 ROPs.
Compare those specs to the GeForce GTX 660, which features core clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 960 SPUs as well as 80 Texture Address Units and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 should in theory perform quite a bit faster than the GeForce GTX 260 overall. (explain)
Texel RateThe GeForce GTX 660 should be quite a bit (approximately 113%) more effective at AF than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 is much (more or less 46%) faster with regards to AA than the GeForce GTX 260, and also will be capable of handling higher resolutions while still performing well. (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 maximum amount of data (measured in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 are applied in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.