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GeForce GTX 650 Ti vs GeForce GTX 660 Ti

Intro

The GeForce GTX 650 Ti features a core clock speed of 928 MHz and a GDDR5 memory frequency of 1350 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 768 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare all of that to the GeForce GTX 660 Ti, which has core clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs along with 112 Texture Address Units and 24 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 Ti 110 Watts
GeForce GTX 660 Ti 150 Watts
Difference: 40 Watts (36%)

Memory Bandwidth

In theory, the GeForce GTX 660 Ti should perform much faster than the GeForce GTX 650 Ti overall. (explain)

GeForce GTX 660 Ti 144000 MB/sec
GeForce GTX 650 Ti 86400 MB/sec
Difference: 57600 (67%)

Texel Rate

The GeForce GTX 660 Ti will be a lot (about 73%) better at anisotropic filtering than the GeForce GTX 650 Ti. (explain)

GeForce GTX 660 Ti 102480 Mtexels/sec
GeForce GTX 650 Ti 59392 Mtexels/sec
Difference: 43088 (73%)

Pixel Rate

The GeForce GTX 660 Ti is quite a bit (approximately 48%) more effective at full screen anti-aliasing than the GeForce GTX 650 Ti, and also will be capable of handling higher screen resolutions without losing too much performance. (explain)

GeForce GTX 660 Ti 21960 Mpixels/sec
GeForce GTX 650 Ti 14848 Mpixels/sec
Difference: 7112 (48%)

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 Comparison

GeForce GTX 650 Ti

Amazon.com

GeForce GTX 660 Ti

Amazon.com

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.

Specifications

Model GeForce GTX 650 Ti GeForce GTX 660 Ti
Manufacturer nVidia nVidia
Year October 2012 August 2012
Code Name GK106 GK104
Fab Process 28 nm 28 nm
Bus PCIe 3.0 x16 PCIe 3.0 x16
Memory 1024 MB 2048 MB
Core Speed 928 MHz 915 MHz
Shader Speed 928 MHz 915 MHz
Memory Speed 1350 MHz (5400 MHz effective) 1500 MHz (6000 MHz effective)
Unified Shaders 768 1344
Texture Mapping Units 64 112
Render Output Units 16 24
Bus Type GDDR5 GDDR5
Bus Width 128-bit 192-bit
DirectX Version DirectX 11.0 DirectX 11.0
OpenGL Version OpenGL 4.3 OpenGL 4.3
Power (Max TDP) 110 watts 150 watts
Shader Model 5.0 5.0
Bandwidth 86400 MB/sec 144000 MB/sec
Texel Rate 59392 Mtexels/sec 102480 Mtexels/sec
Pixel Rate 14848 Mpixels/sec 21960 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per 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 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 one second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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