Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 650
IntroThe GeForce GTX 470 comes with a core clock speed of 607 MHz and a GDDR5 memory speed of 837 MHz. It also makes use of a 320-bit memory bus, and uses a 40 nm design. It is comprised of 448 SPUs, 56 Texture Address Units, and 40 Raster Operation Units.
Compare those specifications to the GeForce GTX 650, which has GPU core speed of 1058 MHz, and 2048 MB of GDDR5 memory set to run at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 470 should in theory be quite a bit superior to the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 470 is a small bit (about 0%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 470 is much (more or less 43%) better at anti-aliasing than the GeForce GTX 650, and should be able to handle 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.
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 data (in units of megabytes per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video 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 most pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.