Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650
IntroThe GeForce GTX 560 Ti features a core clock frequency of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It features 384 SPUs, 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 speed at 1058 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this model. It features 384 SPUs along with 32 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 560 Ti should theoretically be quite a bit superior to the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 560 Ti will be much (about 55%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 560 Ti is quite a bit (about 55%) more effective at FSAA than the GeForce GTX 650, and 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.
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 maximum amount of data (measured in megabytes per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.