Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650
IntroThe GeForce GTX 560 Ti has a core clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit bus, and makes use of a 40 nm design. It is made up of 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
Compare all that 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 memory bus, and uses a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 Ti should perform a lot faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 560 Ti is a lot (approximately 55%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 560 Ti should be much (more or less 55%) better at AA than the GeForce GTX 650, and should be able to handle higher resolutions better. (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 data (measured in MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This number is worked out 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.