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GeForce GTX 660 Ti vs Radeon R9 270X

Intro

The GeForce GTX 660 Ti uses a 28 nm design. nVidia has clocked the core speed at 915 MHz. The GDDR5 memory is set to run at a frequency of 1500 MHz on this specific model. It features 1344 SPUs along with 112 Texture Address Units and 24 Rasterization Operator Units.

Compare those specs to the Radeon R9 270X, which features a clock frequency of 1000 MHz and a GDDR5 memory speed of 1400 MHz. It also makes use of a 256-bit bus, and makes use of a 28 nm design. It is comprised of 1280 SPUs, 80 Texture Address Units, and 32 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 660 Ti 150 Watts
Radeon R9 270X 180 Watts
Difference: 30 Watts (20%)

Memory Bandwidth

Theoretically speaking, the Radeon R9 270X will be 24% quicker than the GeForce GTX 660 Ti in general, because of its greater data rate. (explain)

Radeon R9 270X 179200 MB/sec
GeForce GTX 660 Ti 144000 MB/sec
Difference: 35200 (24%)

Texel Rate

The GeForce GTX 660 Ti is quite a bit (approximately 28%) better at texture filtering than the Radeon R9 270X. (explain)

GeForce GTX 660 Ti 102480 Mtexels/sec
Radeon R9 270X 80000 Mtexels/sec
Difference: 22480 (28%)

Pixel Rate

The Radeon R9 270X will be quite a bit (about 46%) faster with regards to full screen anti-aliasing than the GeForce GTX 660 Ti, and should be able to handle higher screen resolutions without losing too much performance. (explain)

Radeon R9 270X 32000 Mpixels/sec
GeForce GTX 660 Ti 21960 Mpixels/sec
Difference: 10040 (46%)

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 Comparison

GeForce GTX 660 Ti

Amazon.com

Radeon R9 270X

Amazon.com

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.

Specifications

Model GeForce GTX 660 Ti Radeon R9 270X
Manufacturer nVidia AMD
Year August 2012 October 2013
Code Name GK104 Curacao XT
Fab Process 28 nm 28 nm
Bus PCIe 3.0 x16 PCIe 3.0 x16
Memory 2048 MB 2048 MB
Core Speed 915 MHz 1000 MHz
Shader Speed 915 MHz (N/A) MHz
Memory Speed 1500 MHz (6000 MHz effective) 1400 MHz (5600 MHz effective)
Unified Shaders 1344 1280
Texture Mapping Units 112 80
Render Output Units 24 32
Bus Type GDDR5 GDDR5
Bus Width 192-bit 256-bit
DirectX Version DirectX 11.0 DirectX 11.2
OpenGL Version OpenGL 4.3 OpenGL 4.3
Power (Max TDP) 150 watts 180 watts
Shader Model 5.0 5.0
Bandwidth 144000 MB/sec 179200 MB/sec
Texel Rate 102480 Mtexels/sec 80000 Mtexels/sec
Pixel Rate 21960 Mpixels/sec 32000 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once 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, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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