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Differences What are the advantages of each

Front view of GeForce GTX 660M

Reasons to consider the
Nvidia GeForce GTX 660M

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Significantly higher effective memory clock speed 4,000 MHz vs 1,800 MHz Around 2.2x higher effective memory clock speed
Significantly higher memory bandwidth 64 GB/s vs 28.8 GB/s Around 2.2x higher memory bandwidth
Higher clock speed 835 MHz vs 719 MHz More than 15% higher clock speed
Better passmark score 1,497 vs 791 Around 90% better passmark score
Better floating-point performance 641.3 GFLOPS vs 276.1 GFLOPS More than 2.2x better floating-point performance
Higher texture rate 26.7 GTexel/s vs 11.5 GTexel/s More than 2.2x higher texture rate
More render output processors 16 vs 8 Twice as many render output processors
Higher pixel rate 6.68 GPixel/s vs 2.88 GPixel/s More than 2.2x higher pixel rate
More texture mapping units 32 vs 16 Twice as many texture mapping units
More shading units 384 vs 192 Twice as many shading units
Higher memory clock speed 1,000 MHz vs 900 MHz More than 10% higher memory clock speed
Front view of GeForce GT 730A

Reasons to consider the
Nvidia GeForce GT 730A

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Lower TDP 33W vs 50W Around 35% lower TDP

Benchmarks Real world tests of GeForce GTX 660M vs GT 730A

Passmark Industry standard benchmark for overall graphics card performance

Features Key features of the GeForce GTX 660M  vs GT 730A 

memory bandwidth Rate at which data can be read from or stored in onboard memory

GeForce GT 730A
28.8 GB/s

pixel rate Number of pixels a graphics card can render to the screen every second

GeForce GTX 660M
6.68 GPixel/s
GeForce GT 730A
2.88 GPixel/s

texture rate Speed at which a graphics card can perform texture mapping

GeForce GTX 660M
26.7 GTexel/s
GeForce GT 730A
11.5 GTexel/s

floating point performance How fast the gpu can crunch numbers

GeForce GTX 660M
641.3 GFLOPS
GeForce GT 730A
276.1 GFLOPS

shading units Subcomponents of the gpu, these run in parallel to enable fast pixel shading

texture mapping units Built into each gpu, these resize and rotate bitmaps for texturing scenes

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