Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 650
IntroThe GeForce GTX 480 makes use of a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR5 RAM runs at a frequency of 924 MHz on this specific model. It features 480 SPUs as well as 60 Texture Address Units and 48 ROPs.
Compare those specifications to the GeForce GTX 650, which comes with clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480, in theory, should perform a lot faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 480 should be a lot (more or less 24%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 480 should be a lot (approximately 98%) better at FSAA than the GeForce GTX 650, and also will be capable of handling higher 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the 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 applied per second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better 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 maximum number of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines 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 fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.