Compare any two graphics cards:
GeForce GTX 660 vs Geforce GTX 760
IntroThe GeForce GTX 660 uses a 28 nm design. nVidia has set the core speed at 980 MHz. The GDDR5 RAM is set to run at a speed of 1502 MHz on this specific model. It features 960 SPUs as well as 80 Texture Address Units and 24 ROPs.
Compare those specifications to the Geforce GTX 760, which makes use of a 28 nm design. nVidia has clocked the core speed at 980 MHz. The GDDR5 memory runs at a speed of 1502 MHz on this card. It features 1152 SPUs as well as 96 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 760 should perform much faster than the GeForce GTX 660 overall. (explain)
Texel RateThe Geforce GTX 760 should be a little bit (approximately 20%) faster with regards to anisotropic filtering than the GeForce GTX 660. (explain)
Pixel RateIf using a high resolution is important to you, then the Geforce GTX 760 is superior to the GeForce GTX 660, by a large margin. (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 data (measured in MB per second) that can be moved across the external memory interface in one second. The number is calculated by multiplying the interface width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 once 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.