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GeForce GTX 480 vs GeForce GTX 650

Intro

The GeForce GTX 480 has a GPU core speed of 700 MHz, and the 1536 MB of GDDR5 memory runs at 924 MHz through a 384-bit bus. It also is comprised of 480 Stream Processors, 60 TAUs, and 48 Raster Operation Units.

Compare all of that to the GeForce GTX 650, which has a clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
GeForce GTX 480 250 Watts
Difference: 186 Watts (291%)

Memory Bandwidth

In theory, the GeForce GTX 480 should be 122% faster than the GeForce GTX 650 overall, because of its higher data rate. (explain)

GeForce GTX 480 177408 MB/sec
GeForce GTX 650 80000 MB/sec
Difference: 97408 (122%)

Texel Rate

The GeForce GTX 480 is a lot (about 24%) faster with regards to AF than the GeForce GTX 650. (explain)

GeForce GTX 480 42000 Mtexels/sec
GeForce GTX 650 33856 Mtexels/sec
Difference: 8144 (24%)

Pixel Rate

If running with a high screen resolution is important to you, then the GeForce GTX 480 is the winner, by far. (explain)

GeForce GTX 480 33600 Mpixels/sec
GeForce GTX 650 16928 Mpixels/sec
Difference: 16672 (98%)

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.

Price Comparison

GeForce GTX 480

Amazon.com

GeForce GTX 650

Amazon.com

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.

Specifications

Model GeForce GTX 480 GeForce GTX 650
Manufacturer nVidia nVidia
Year March 2010 September 2012
Code Name GF100 GK107
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 1536 MB 2048 MB
Core Speed 700 MHz 1058 MHz
Shader Speed 1401 MHz 1058 MHz
Memory Speed 924 MHz (3696 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 480 384
Texture Mapping Units 60 32
Render Output Units 48 16
Bus Type GDDR5 GDDR5
Bus Width 384-bit 128-bit
DirectX Version DirectX 11 DirectX 11.0
OpenGL Version OpenGL 4.1 OpenGL 4.3
Power (Max TDP) 250 watts 64 watts
Shader Model 5.0 5.0
Bandwidth 177408 MB/sec 80000 MB/sec
Texel Rate 42000 Mtexels/sec 33856 Mtexels/sec
Pixel Rate 33600 Mpixels/sec 16928 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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