Compare any two graphics cards:
GeForce GTX 660 Ti vs Geforce GTX 760
IntroThe GeForce GTX 660 Ti has a core clock frequency of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also makes use of a 192-bit bus, and uses a 28 nm design. It is comprised of 1344 SPUs, 112 Texture Address Units, and 24 ROPs.
Compare all that to the Geforce GTX 760, which comes with a GPU core clock speed of 980 MHz, and 2048 MB of GDDR5 memory running at 1502 MHz through a 256-bit bus. It also is made up of 1152 Stream Processors, 96 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 760 should in theory perform much faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is a bit (approximately 9%) faster with regards to AF than the Geforce GTX 760. (explain)
Pixel RateThe Geforce GTX 760 is much (approximately 43%) better at full screen anti-aliasing than the GeForce GTX 660 Ti, and also will be able to handle higher resolutions without slowing down too much. (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 past the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.