Compare any two graphics cards:
GeForce GTX 660 Ti vs Geforce GTX 760
IntroThe GeForce GTX 660 Ti has core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs along with 112 Texture Address Units and 24 ROPs.
Compare all that to the Geforce GTX 760, which comes with a core clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 256-bit memory bus, and makes use of a 28 nm design. It is comprised of 1152 SPUs, 96 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Geforce GTX 760 will be 34% quicker than the GeForce GTX 660 Ti overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 660 Ti should be a little bit (about 9%) better at texture filtering than the Geforce GTX 760. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Geforce GTX 760 is superior to the GeForce GTX 660 Ti, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at 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 the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). 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 reach the maximum fill rate.