Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 650
IntroThe GeForce GTX 480 has a core clock speed of 700 MHz and a GDDR5 memory frequency of 924 MHz. It also uses a 384-bit bus, and uses a 40 nm design. It is made up of 480 SPUs, 60 TAUs, and 48 Raster Operation Units.
Compare that to the GeForce GTX 650, which features GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 Texture Address Units, 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 480 should be 122% faster than the GeForce GTX 650 in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 480 should be much (approximately 24%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 480 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 maximum amount of data (measured in MB per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.