Compare any two graphics cards:
GeForce GTX 660 vs Geforce GTX 760
IntroThe GeForce GTX 660 comes with core clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 960 SPUs as well as 80 TAUs and 24 Rasterization Operator Units.
Compare those specs to the Geforce GTX 760, which makes use of a 28 nm design. nVidia has set the core speed at 980 MHz. The GDDR5 RAM works at a speed of 1502 MHz on this specific model. It features 1152 SPUs along with 96 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 760 should theoretically be a lot faster than the GeForce GTX 660 in general. (explain)
Texel RateThe Geforce GTX 760 should be a bit (about 20%) better at anisotropic filtering than the GeForce GTX 660. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Geforce GTX 760 is a better choice, 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: Bandwidth is the largest amount of information (in units of MB per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.