Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 650
IntroThe GeForce GTX 480 has a GPU clock speed of 700 MHz, and the 1536 MB of GDDR5 memory runs at 924 MHz through a 384-bit bus. It also is made up of 480 SPUs, 60 Texture Address Units, and 48 ROPs.
Compare that to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM works at a frequency of 1250 MHz on this model. It features 384 SPUs along with 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 480 should perform a lot faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 480 will be a lot (about 24%) faster with regards to texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 480 will be much (approximately 98%) more effective at FSAA than the GeForce GTX 650, and able to handle higher screen 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 largest amount of information (measured in megabytes per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. 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 amount of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the 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 record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs 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 output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.