Compare any two graphics cards:
GeForce GTX 650 vs Geforce GTX 680
IntroThe GeForce GTX 650 comes with a GPU core clock speed of 1058 MHz, and the 2048 MB of GDDR5 RAM is set to run at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
Compare that to the Geforce GTX 680, which features GPU core speed of 1006 MHz, and 2048 MB of GDDR5 memory set to run at 1502 MHz through a 256-bit bus. It also is comprised of 1536 SPUs, 128 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 680 should perform a lot faster than the GeForce GTX 650 overall. (explain)
Texel RateThe Geforce GTX 680 will be quite a bit (more or less 280%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe Geforce GTX 680 is a lot (approximately 90%) better at anti-aliasing than the GeForce GTX 650, and capable of handling higher resolutions without losing too much performance. (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.
Price ComparisonPlease 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.
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in MB per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.