Compare any two graphics cards:
GeForce GTX 560 vs GeForce GTX 650
IntroThe GeForce GTX 560 comes with a GPU core clock speed of 810 MHz, and the 1024 MB of GDDR5 memory runs at 1001 MHz through a 256-bit bus. It also is made up of 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the GeForce GTX 650, which features core speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 should be quite a bit faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 560 should be a lot (more or less 34%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 560 is quite a bit (approximately 53%) faster with regards to AA than the GeForce GTX 650, and also should be capable of handling higher resolutions more effectively. (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 data (counted in megabytes per second) that can be transferred across the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. 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 memory bandwidth is, the lower the potential to get to the maximum fill rate.