Compare any two graphics cards:
GeForce GTX 1660 Ti vs GeForce GTX 590
IntroThe GeForce GTX 1660 Ti features a GPU core speed of 1500 MHz, and the 6144 MB of GDDR6 memory is set to run at 12000 MHz through a 192-bit bus. It also is comprised of 1536 SPUs, 96 Texture Address Units, and 48 ROPs.
Compare those specs to the GeForce GTX 590, which comes with core clock speeds of 607 MHz on the GPU, and 855 MHz on the 1536 MB of GDDR5 memory. It features 512 SPUs along with 64 TAUs and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 590 should be 11% quicker than the GeForce GTX 1660 Ti overall, due to its greater data rate. (explain)
Texel RateThe GeForce GTX 1660 Ti is much (about 85%) faster with regards to anisotropic filtering than the GeForce GTX 590. (explain)
Pixel RateThe GeForce GTX 1660 Ti should be much (approximately 24%) better at FSAA than the GeForce GTX 590, and will be able to handle higher screen resolutions without losing too much performance. (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.
One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.
Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher 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 one 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 worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.