Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 650
IntroThe GeForce GTX 470 has a GPU clock speed of 607 MHz, and the 1280 MB of GDDR5 RAM is set to run at 837 MHz through a 320-bit bus. It also is made up of 448 SPUs, 56 TAUs, and 40 ROPs.
Compare those specs to the GeForce GTX 650, which has a clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 470 will be 67% faster than the GeForce GTX 650 in general, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 470 is a small bit (more or less 0%) more effective at texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 470 is superior to the GeForce GTX 650, by far. (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 maximum amount of data (in units of MB per second) that can be moved across the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its 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 clock speed of the card. 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.