Compare any two graphics cards:
GeForce GTX 480 vs GeForce GTX 650
IntroThe GeForce GTX 480 features a GPU clock speed of 700 MHz, and the 1536 MB of GDDR5 memory is set to run at 924 MHz through a 384-bit bus. It also features 480 Stream Processors, 60 TAUs, and 48 ROPs.
Compare that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 memory works at a frequency of 1250 MHz on this specific model. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 480 should in theory be quite a bit superior to the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 480 is quite a bit (about 24%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 480 is much (about 98%) better at anti-aliasing than the GeForce GTX 650, and should be capable of handling higher 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: Memory bandwidth is the largest amount of information (measured in MB per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, 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 amount of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.