Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650
IntroThe GeForce GTX 560 Ti makes use of a 40 nm design. nVidia has set the core frequency at 822 MHz. The GDDR5 RAM works at a speed of 1002 MHz on this particular card. It features 384 SPUs along with 64 Texture Address Units and 32 Rasterization Operator Units.
Compare all of that to the GeForce GTX 650, which uses a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 RAM works at a frequency of 1250 MHz on this card. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti should theoretically perform a lot faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 560 Ti should be quite a bit (more or less 55%) more effective at texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 560 Ti is the winner, 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.
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 (counted in MB per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR RAM, it should 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.