Compare any two graphics cards:
GeForce GTX 650 vs GeForce GTX 660
IntroThe GeForce GTX 650 comes with a core clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit bus, and uses a 28 nm design. It is made up of 384 SPUs, 32 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTX 660, which features a clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 192-bit bus, and uses a 28 nm design. It is made up of 960 SPUs, 80 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 660 should theoretically be a lot better than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 660 will be much (approximately 132%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 660 is superior to the GeForce GTX 650, and very much so. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Bandwidth is the max amount of data (in units of megabytes per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.