Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 650
IntroThe GeForce GTX 470 makes use of a 40 nm design. nVidia has clocked the core speed at 607 MHz. The GDDR5 memory runs at a speed of 837 MHz on this specific card. It features 448 SPUs as well as 56 TAUs and 40 ROPs.
Compare all that to the GeForce GTX 650, which features GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 RAM running at 1250 MHz through a 128-bit bus. It also features 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 470 should theoretically be a lot better than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 470 is just a bit (more or less 0%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 470 is a lot (about 43%) more effective at AA than the GeForce GTX 650, and also will be able to handle higher resolutions more effectively. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transported past the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines 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 fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.