Compare any two graphics cards:
GeForce GTX 650 vs Geforce GTX 680
IntroThe GeForce GTX 650 features a GPU core speed of 1058 MHz, and the 2048 MB of GDDR5 memory runs at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.Compare all that to the Geforce GTX 680, which has a GPU core clock speed of 1006 MHz, and 2048 MB of GDDR5 RAM set to run at 1502 MHz through a 256-bit bus. It also is made up of 1536 Stream Processors, 128 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Geforce GTX 680 should in theory perform quite a bit faster than the GeForce GTX 650 in general. (explain)
Texel RateThe Geforce GTX 680 is much (more or less 280%) faster with regards to anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe Geforce GTX 680 will be quite a bit (more or less 90%) faster with regards to AA than the GeForce GTX 650, and also should be able to handle higher screen 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.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the 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 maximum amount of pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
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