Compare any two graphics cards:
GeForce GTX 660 vs Geforce GTX 760
IntroThe GeForce GTX 660 features clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 960 SPUs along with 80 TAUs and 24 ROPs.
Compare that to the Geforce GTX 760, which makes use of a 28 nm design. nVidia has set the core speed at 980 MHz. The GDDR5 memory is set to run at a frequency of 1502 MHz on this specific model. It features 1152 SPUs along with 96 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Geforce GTX 760 should perform much faster than the GeForce GTX 660 in general. (explain)
Texel RateThe Geforce GTX 760 is a little bit (approximately 20%) more effective 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 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 largest amount of information (counted in MB per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one 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 better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.