Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 650
IntroThe GeForce GTX 480 comes with a core clock frequency of 700 MHz and a GDDR5 memory frequency of 924 MHz. It also uses a 384-bit bus, and makes use of a 40 nm design. It features 480 SPUs, 60 TAUs, and 48 Raster Operation Units.
Compare that to the GeForce GTX 650, which has a GPU core clock speed of 1058 MHz, and 1024 MB of GDDR5 memory set to run at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480 should theoretically be much faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 480 is a lot (more or less 24%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 480 will be a lot (approximately 98%) more effective at full screen anti-aliasing than the GeForce GTX 650, and also able to handle higher screen resolutions without slowing down too much. (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 largest amount of information (in units of MB per second) that can be moved past the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. 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 are processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.