NVIDIA GeForce GTX 660 Ti
About GPU
The NVIDIA GeForce GTX 660 Ti is a solid mid-range GPU that offers impressive performance for its price point. With a base clock of 915MHz and a boost clock of 980MHz, this GPU delivers fast and smooth graphics rendering for gaming and other multimedia applications. The 2GB of GDDR5 memory and a memory clock of 1502MHz ensure that the GTX 660 Ti can handle high-resolution textures and complex visual effects without breaking a sweat.
In terms of raw processing power, the GTX 660 Ti boasts 1344 shading units and a substantial 384KB of L2 cache. This results in a theoretical performance of 2.634 TFLOPS, which is more than enough for most modern games and software. In fact, the GPU has been benchmarked at 1640 in 3DMark Time Spy, indicating its ability to handle even the most demanding graphical workloads.
Despite its impressive performance, the GTX 660 Ti manages to maintain a relatively low TDP of 150W, making it a relatively power-efficient option for gamers and content creators. The card's thermal design also allows for stable and reliable operation under heavy loads, further enhancing its appeal for users looking for a reliable and efficient GPU.
Overall, the NVIDIA GeForce GTX 660 Ti is a solid choice for anyone in the market for a mid-range GPU. Its combination of performance, power efficiency, and affordability make it a compelling option for a wide range of users.
Basic
Label Name
NVIDIA
Platform
Desktop
Launch Date
August 2012
Model Name
GeForce GTX 660 Ti
Generation
GeForce 600
Base Clock
915MHz
Boost Clock
980MHz
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.
112
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.
27.44 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.
109.8 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.
109.8 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.
2.581
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.
1344
L1 Cache
16 KB (per SMX)
L2 Cache
384KB
TDP
150W
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
2x 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
450W
Benchmarks
FP32 (float)
Score
2.581
TFLOPS
3DMark Time Spy
Score
1607
Blender
Score
140
OctaneBench
Score
21
Vulkan
Score
15778
OpenCL
Score
14328
Compared to Other GPU
FP32 (float)
/ TFLOPS
3DMark Time Spy
Blender
OctaneBench
Vulkan
OpenCL