Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon R9 270X
IntroThe GeForce GTX 660 Ti features a clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is comprised of 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
Compare those specs to the Radeon R9 270X, which has a core clock frequency of 1000 MHz and a GDDR5 memory frequency of 1400 MHz. It also uses a 256-bit memory bus, and uses a 28 nm design. It features 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)
Theoretically speaking, the Radeon R9 270X should perform much faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (about 28%) faster with regards to AF than the Radeon R9 270X. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon R9 270X is a better choice, by far. (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: Memory bandwidth is the max amount of information (counted in MB per second) that can be moved across the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core 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 applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.