Top 500

NVIDIA GeForce GTX 660 Ti

NVIDIA GeForce GTX 660 Ti

NVIDIA GeForce GTX 660 Ti is a Desktop video accelerator from NVIDIA. It began to be released in August 2012. The GPU has a boost frequency of 980MHz. It also has a memory frequency of 1502MHz. Its characteristics, as well as benchmark results, are presented in more detail below.

Top Desktop GPU: 323

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
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
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
L1 Cache
16 KB (per SMX)
L2 Cache
384KB
Bus Interface
PCIe 3.0 x16
Foundry
TSMC
Process Size
28 nm
Architecture
Kepler
TDP
150W

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.
2.633 TFlops

Miscellaneous

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
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
450W

FP32 (float)

2.633 TFlops

3DMark Time Spy

1607

Blender

138

OctaneBench

21

Vulkan

15778

OpenCL

14328

Compared to Other GPU

0%
1%
32%
Better then 0% GPU over the past year
Better then 1% GPU over the past 3 years
Better then 32% GPU

SiliconCat Rating

323
Ranks 323 among Desktop GPU on our website
669
Ranks 669 among all GPU on our website
FP32 (float)
Radeon HD 7950
AMD, January 2012
2.81 TFlops
FirePro V8800
ATI, April 2010
2.693 TFlops
GeForce GTX 660 Ti
NVIDIA, August 2012
2.633 TFlops
GeForce GTX 960 OEM
NVIDIA, November 2015
2.559 TFlops
Radeon RX 560
AMD, April 2017
2.508 TFlops
3DMark Time Spy
Arc A550M
Intel, January 2022
5182
Radeon RX 570
AMD, April 2017
3874
Radeon 780M
AMD, January 2023
2755
Radeon RX 560
AMD, April 2017
1737
GeForce GTX 660 Ti
NVIDIA, August 2012
1607
Blender
Radeon RX 6950 XT
AMD, May 2022
2864
Radeon RX 7600M
AMD, January 2023
1338
GeForce GTX 1070 GDDR5X
NVIDIA, December 2018
561
GeForce GTX 980MX
NVIDIA, June 2016
251
GeForce GTX 660 Ti
NVIDIA, August 2012
138
OctaneBench
GeForce RTX 4050 Mobile
NVIDIA, January 2023
254
P104 100
NVIDIA, December 2017
124
GeForce GTX 1050 Max Q
NVIDIA, January 2018
36
GeForce GTX 660 Ti
NVIDIA, August 2012
21
Vulkan
Radeon PRO W7900
AMD, April 2023
99529
Radeon RX 5700 XT
AMD, July 2019
71147
Radeon RX 580 2048SP
AMD, October 2018
40716
P106 090
NVIDIA, July 2017
18660
GeForce GTX 660 Ti
NVIDIA, August 2012
15778
OpenCL
Radeon Pro V520
AMD, December 2020
61570
Radeon RX 6500M
AMD, January 2022
38630
Radeon R9 M290X
AMD, January 2014
21442
GeForce GTX 660 Ti
NVIDIA, August 2012
14328
Radeon HD 5750
ATI, October 2009
884