Compare any two graphics cards:
GeForce GTX 660 Ti vs Geforce GTX 760
IntroThe GeForce GTX 660 Ti features 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.
Compare that to the Geforce GTX 760, which has GPU clock speed of 980 MHz, and 2048 MB of GDDR5 memory set to run at 1502 MHz through a 256-bit bus. It also is made up of 1152 SPUs, 96 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 760 should perform much faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti is a small bit (about 9%) more effective at anisotropic filtering than the Geforce GTX 760. (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 Ti, and very much so. (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 data (in units of MB per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster 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 in one second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video 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 per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called 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 bandwidth is, the lower the potential to reach the maximum fill rate.