AMD Radeon Vega 6 (Ryzen 2000/3000)
vs
NVIDIA GeForce GTX 660

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon Vega 6 (Ryzen 2000/3000) and NVIDIA GeForce GTX 660 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1100-1200 MHz (1100-1200 MHz vs 1032MHz)
  • Newer Launch Date: January 2018 (January 2018 vs September 2012)
  • Larger Memory Size: 2GB (System Shared vs 2GB)
  • Higher Bandwidth: 144.2 GB/s (38.4 GB/s vs 144.2 GB/s)
  • More Shading Units: 960 (384 vs 960)

Basic

AMD
Label Name
NVIDIA
January 2018
Launch Date
September 2012
Integrated
Platform
Desktop
Radeon Vega 6 Graphics
Model Name
GeForce GTX 660
Vega
Generation
GeForce 600
300 MHz
Base Clock
980MHz
1100-1200 MHz
Boost Clock
1032MHz
-
Bus Interface
PCIe 3.0 x16
-
Transistors
2,540 million
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.
80
GlobalFoundries
Foundry
TSMC
14 nm / 12 nm
Process Size
28 nm
Vega (GCN 5.0)
Architecture
Kepler

Memory Specifications

System Shared
Memory Size
2GB
DDR4
Memory Type
GDDR5
128-bit
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
38.4 GB/s
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

Display and Media

Yes
AMD FreeSync
-
No
AV1 Encode/Decode
-
Encode/Decode
H.264 Hardware Encode/Decode
-
Encode/Decode (8-bit); Decode (10-bit)
H.265 HEVC Hardware Encode/Decode
-
-
Outputs
2x DVI
1x HDMI 1.4a
1x DisplayPort 1.2

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

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.
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
-
CUDA
3.0
DirectX 12 (Feature Level 12_1)
DirectX
12 (11_0)
-
Power Connectors
1x 6-pin
8
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
-
Shader Model
5.1
-
Suggested PSU
300W

Benchmarks

3DMark Time Spy
Radeon Vega 6 (Ryzen 2000/3000)
551.5
GeForce GTX 660
1285 +133%
Vulkan
Radeon Vega 6 (Ryzen 2000/3000)
7524
GeForce GTX 660
11719 +56%
OpenCL
Radeon Vega 6 (Ryzen 2000/3000)
8414
GeForce GTX 660
11135 +32%