Compare any two graphics cards:
GeForce GTX 650 vs GeForce GTX 660
IntroThe GeForce GTX 650 makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this specific card. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 660, which features a clock frequency of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 should perform quite a bit faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 660 will be a lot (about 132%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 660 is a lot (more or less 39%) better at AA than the GeForce GTX 650, and will be able to handle 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 max amount of information (measured in MB per second) that can be transported across the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the 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 chip can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.