Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 650
IntroThe GeForce GTX 480 features a core clock frequency of 700 MHz and a GDDR5 memory speed of 924 MHz. It also uses a 384-bit memory bus, and makes use of a 40 nm design. It is made up of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Compare all that to the GeForce GTX 650, which comes with GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 480 should perform a lot faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 480 should be quite a bit (approximately 24%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 480 is the winner, by a large margin. (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: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. 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 output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.