Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650
IntroThe GeForce GTX 560 Ti features core speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs along with 64 Texture Address Units and 32 ROPs.
Compare those specs to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 RAM works at a speed of 1250 MHz on this particular card. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 560 Ti should perform much faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be a lot (about 55%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 560 Ti is the winner, and very much so. (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: Bandwidth is the max amount of information (in units of megabytes per second) that can be transferred across the external memory interface in one second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster 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 texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, 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 amount of pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.