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GeForce GTX 660 Ti vs Radeon R9 270X

Intro

The 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 those specifications to the Radeon R9 270X, which has GPU clock speed of 1000 MHz, and 2048 MB of GDDR5 memory running at 1400 MHz through a 256-bit bus. It also is made up of 1280 SPUs, 80 TAUs, 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

In theory, the Radeon R9 270X should be 24% faster than the GeForce GTX 660 Ti in general, because of its greater bandwidth. (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 a lot (more or less 28%) faster with regards to anisotropic 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%) better at anti-aliasing than the GeForce GTX 660 Ti, and will be capable of handling higher screen resolutions better. (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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transported across the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the graphics 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 maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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