Compare any two graphics cards:
GeForce GTX 660 Ti vs Geforce GTX 760
IntroThe GeForce GTX 660 Ti comes with core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs as well as 112 Texture Address Units and 24 Rasterization Operator Units.
Compare those specs to the Geforce GTX 760, which features GPU core speed of 980 MHz, and 2048 MB of GDDR5 RAM set to run at 1502 MHz through a 256-bit bus. It also is made up of 1152 Stream Processors, 96 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 760 should in theory perform a lot faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti will be just a bit (more or less 9%) better at texture filtering than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 760 will be a lot (more or less 43%) faster with regards to full screen anti-aliasing than the GeForce GTX 660 Ti, and capable of handling higher resolutions better. (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 data (counted in megabytes per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 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 number of texture map elements (texels) that are processed per second. This 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.