Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 650
IntroThe GeForce GTX 470 features a GPU core 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 Stream Processors, 56 Texture Address Units, and 40 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which features GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 memory set to run at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 470 should be much faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 470 will be just a bit (about 0%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with a high resolution 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: Bandwidth is the max amount of data (counted in megabytes per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.