Compare any two graphics cards:
GeForce GTX 550 Ti vs GeForce GTX 650
IntroThe GeForce GTX 550 Ti features clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs along with 32 TAUs and 24 ROPs.
Compare all of that to the GeForce GTX 650, which features GPU core speed of 1058 MHz, and 2048 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also features 384 Stream Processors, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should in theory be quite a bit faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 650 is a bit (approximately 18%) more effective at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 550 Ti is the winner, by a large margin. (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.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs 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 fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.