Compare any two graphics cards:
GeForce GTX 660 vs Geforce GTX 760
IntroThe GeForce GTX 660 has a core clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also makes use of a 192-bit bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 TAUs, and 24 ROPs.
Compare those specs to the Geforce GTX 760, which features GPU core speed of 980 MHz, and 2048 MB of GDDR5 memory set to run at 1502 MHz through a 256-bit bus. It also features 1152 Stream Processors, 96 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 760 should theoretically be much faster than the GeForce GTX 660 overall. (explain)
Texel RateThe Geforce GTX 760 will be a bit (about 20%) better at texture filtering than the GeForce GTX 660. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Geforce GTX 760 is superior to the GeForce GTX 660, by far. (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 max amount of information (counted in megabytes per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.