AMD Radeon 660M
vs
NVIDIA GeForce GTX 650 Ti

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon 660M and NVIDIA GeForce GTX 650 Ti video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Newer Launch Date: January 2022 (January 2022 vs October 2012)
  • Larger Memory Size: 1024MB (System Shared vs 1024MB)
  • Higher Bandwidth: 86.40 GB/s (System Dependent vs 86.40 GB/s)
  • More Shading Units: 768 (384 vs 768)

Basic

AMD
Label Name
NVIDIA
January 2022
Launch Date
October 2012
Integrated
Platform
Desktop
Radeon 660M
Model Name
GeForce GTX 650 Ti
Rembrandt
Generation
GeForce 600
1500MHz
Base Clock
-
1900MHz
Boost Clock
-
PCIe 4.0 x8
Bus Interface
PCIe 3.0 x16
13,100 million
Transistors
2,540 million
6
RT Cores
-
6
Compute Units
-
24
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.
64
TSMC
Foundry
TSMC
6 nm
Process Size
28 nm
RDNA 2.0
Architecture
Kepler

Memory Specifications

System Shared
Memory Size
1024MB
System Shared
Memory Type
GDDR5
System Shared
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.
128bit
SystemShared
Memory Clock
1350MHz
System Dependent
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.
86.40 GB/s

Display and Media

No outputs
Outputs
2x DVI
1x mini-HDMI 1.4a

Theoretical Performance

30.40 GPixel/s
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.
14.85 GPixel/s
45.60 GTexel/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.
59.39 GTexel/s
2.918 TFLOPS
FP16 (half)
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. 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.
-
91.20 GFLOPS
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.
59.39 GFLOPS
1.43 TFLOPS
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.
1.396 TFLOPS

Miscellaneous

384
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.
768
128 KB per Array
L1 Cache
16 KB (per SMX)
2MB
L2 Cache
256KB
15W
TDP
110W
1.2
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
2.0
OpenCL Version
3.0
4.6
OpenGL
4.6
-
CUDA
3.0
12 Ultimate (12_2)
DirectX
12 (11_0)
None
Power Connectors
1x 6-pin
16
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.
16
6.5
Shader Model
5.1
-
Suggested PSU
300W

Benchmarks

FP32 (float) / TFLOPS
Radeon 660M
1.43 +2%
GeForce GTX 650 Ti
1.396