Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 650
IntroThe GeForce GTX 470 has a clock speed of 607 MHz and a GDDR5 memory frequency of 837 MHz. It also features a 320-bit bus, and makes use of a 40 nm design. It is comprised of 448 SPUs, 56 Texture Address Units, and 40 ROPs.
Compare those specifications to the GeForce GTX 650, which comes with a core clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 470 should perform a lot faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 470 is just a bit (about 0%) faster with regards to texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 470 will be a lot (more or less 43%) more effective at FSAA than the GeForce GTX 650, and also will be capable of handling higher screen 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.
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: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved past the external memory interface in one second. It is calculated by multiplying the bus width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied 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 card will be at handling 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 can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.