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GeForce GTX 650 vs Geforce GTX 690

Intro

The GeForce GTX 650 features a GPU core speed of 1058 MHz, and the 2048 MB of GDDR5 memory is set to run at 1250 MHz through a 128-bit bus. It also is made up of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.

Compare all of that to the Geforce GTX 690, which features GPU clock speed of 915 MHz, and 2048 MB of GDDR5 memory running at 1502 MHz through a 256-bit bus. It also is made up of 1536 SPUs, 128 Texture Address Units, and 32 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
Geforce GTX 690 300 Watts
Difference: 236 Watts (369%)

Memory Bandwidth

Theoretically, the Geforce GTX 690 should be a lot faster than the GeForce GTX 650 in general. (explain)

Geforce GTX 690 384512 MB/sec
GeForce GTX 650 80000 MB/sec
Difference: 304512 (381%)

Texel Rate

The Geforce GTX 690 will be much (approximately 592%) better at texture filtering than the GeForce GTX 650. (explain)

Geforce GTX 690 234240 Mtexels/sec
GeForce GTX 650 33856 Mtexels/sec
Difference: 200384 (592%)

Pixel Rate

The Geforce GTX 690 is quite a bit (approximately 246%) more effective at anti-aliasing than the GeForce GTX 650, and will be capable of handling higher resolutions more effectively. (explain)

Geforce GTX 690 58560 Mpixels/sec
GeForce GTX 650 16928 Mpixels/sec
Difference: 41632 (246%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce GTX 650

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Geforce GTX 690

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 650 Geforce GTX 690
Manufacturer nVidia nVidia
Year September 2012 April 2012
Code Name GK107 GK104
Fab Process 28 nm 28 nm
Bus PCIe 3.0 x16 PCIe 3.0 x16
Memory 2048 MB 2048 MB (x2)
Core Speed 1058 MHz 915 MHz (x2)
Shader Speed 1058 MHz 915 MHz (x2)
Memory Speed 1250 MHz (5000 MHz effective) 1502 MHz (6008 MHz effective) (x2)
Unified Shaders 384 1536 (x2)
Texture Mapping Units 32 128 (x2)
Render Output Units 16 32 (x2)
Bus Type GDDR5 GDDR5
Bus Width 128-bit 256-bit (x2)
DirectX Version DirectX 11.1 DirectX 11.1
OpenGL Version OpenGL 4.3 OpenGL 4.2
Power (Max TDP) 64 watts 300 watts
Shader Model 5.0 5.0
Bandwidth 80000 MB/sec 384512 MB/sec
Texel Rate 33856 Mtexels/sec 234240 Mtexels/sec
Pixel Rate 16928 Mpixels/sec 58560 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (in units of megabytes per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.

Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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