Compare any two graphics cards:
GeForce GTX 650 vs GeForce GTX 660
IntroThe GeForce GTX 650 features a clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is made up of 384 SPUs, 32 TAUs, and 16 ROPs.
Compare that to the GeForce GTX 660, which comes with 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 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 660 is 80% faster than the GeForce GTX 650 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 660 will be quite a bit (about 132%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 660 should be a lot (more or less 39%) faster with regards to AA than the GeForce GTX 650, and 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.
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total number of texture units of the card by the core 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 in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.