NVIDIA GeForce GTX 660 Rev. 2
About GPU
The NVIDIA GeForce GTX 660 Rev. 2 GPU is a solid mid-range graphics card that is suitable for gaming and multimedia tasks. With a base clock speed of 980MHz and a boost clock speed of 1032MHz, it offers smooth and fast performance for most modern games. The 2GB of GDDR5 memory and a memory clock speed of 1502MHz ensure that the card can handle high-resolution textures and high frame rates without any lag or stuttering.
The 960 shading units and 384KB of L2 cache provide ample processing power for rendering complex scenes and handling advanced visual effects. The GPU's TDP of 140W is relatively power-hungry compared to more modern cards, but it is still within the limits of many gaming PCs.
In terms of actual performance, the GeForce GTX 660 Rev. 2 offers a theoretical performance of 1.981 TFLOPS, which translates into smooth gameplay at 1080p resolution for most modern games at medium to high settings. While it may struggle with 4K gaming and VR applications, it is a great option for budget-conscious gamers who are looking for a balance between price and performance.
Overall, the NVIDIA GeForce GTX 660 Rev. 2 GPU is a reliable choice for mid-range gaming systems. Its combination of clock speeds, memory size, and processing power make it well-suited for gaming at 1080p resolution and it represents good value for money. However, users looking for more advanced features and performance may want to consider a more modern GPU.
Basic
Label Name
NVIDIA
Platform
Desktop
Launch Date
September 2014
Model Name
GeForce GTX 660 Rev. 2
Generation
GeForce 600
Base Clock
980MHz
Boost Clock
1032MHz
Bus Interface
PCIe 3.0 x16
Transistors
3,540 million
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
80
Foundry
TSMC
Process Size
28 nm
Architecture
Kepler
Memory Specifications
Memory Size
2GB
Memory Type
GDDR5
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
192bit
Memory Clock
1502MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
144.2 GB/s
Theoretical Performance
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
20.64 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
82.56 GTexel/s
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
82.56 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
2.021
TFLOPS
Miscellaneous
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
960
L1 Cache
16 KB (per SMX)
L2 Cache
384KB
TDP
140W
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.1
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (11_0)
CUDA
3.0
Power Connectors
1x 6-pin
Shader Model
5.1
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
24
Suggested PSU
300W
Benchmarks
FP32 (float)
Score
2.021
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS