Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 650
IntroThe GeForce GTX 550 Ti comes with a clock frequency of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also makes use of a 192-bit memory bus, and makes use of a 40 nm design. It is comprised of 192 SPUs, 32 Texture Address Units, and 24 Raster Operation Units.
Compare all that to the GeForce GTX 650, which features a clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should be a lot faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 650 will be a small bit (approximately 18%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is a better choice, by far. (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 maximum amount of data (counted in MB per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes 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, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.