Compare any two graphics cards:
GeForce GTX 650 vs GeForce GTX 660
IntroThe GeForce GTX 650 features a GPU core clock speed of 1058 MHz, and the 2048 MB of GDDR5 memory is set to run at 1250 MHz through a 128-bit bus. It also is made up of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 660, which features a GPU core clock speed of 980 MHz, and 2048 MB of GDDR5 memory set to run at 1502 MHz through a 192-bit bus. It also is made up of 960 Stream Processors, 80 TAUs, and 24 Raster Operation 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 650 overall. (explain)
Texel RateThe GeForce GTX 660 should be much (about 132%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 660 should be much (more or less 39%) more effective at FSAA than the GeForce GTX 650, and 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.
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.
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in MB per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. 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 number of 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 clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units 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 fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.