Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 660
IntroThe GeForce GTX 260 makes use of a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 RAM is set to run at a frequency of 999 MHz on this model. It features 192 SPUs as well as 64 Texture Address Units and 28 ROPs.
Compare that to the GeForce GTX 660, which has GPU 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)
In theory, the GeForce GTX 660 is 29% quicker than the GeForce GTX 260 in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 660 will be much (approximately 113%) faster with regards to texture filtering than the GeForce GTX 260. (explain)
Pixel RateThe GeForce GTX 660 will be much (more or less 46%) more effective at AA than the GeForce GTX 260, and capable of handling higher screen 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.
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 data (counted in megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.