Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650
IntroThe GeForce GTX 560 Ti comes with a GPU core speed of 822 MHz, and the 1024 MB of GDDR5 memory is set to run at 1002 MHz through a 256-bit bus. It also is made up of 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which has a clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 560 Ti should be a lot faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be a lot (about 55%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 560 Ti is a better choice, 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 MB per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.