Compare any two graphics cards:
GeForce GTX 470 vs GeForce GTX 650
IntroThe GeForce GTX 470 comes with a core clock frequency of 607 MHz and a GDDR5 memory frequency of 837 MHz. It also makes use of a 320-bit memory bus, and makes use of a 40 nm design. It features 448 SPUs, 56 TAUs, and 40 Raster Operation Units.
Compare all that to the GeForce GTX 650, which comes with a GPU core 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 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
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 is a bit (more or less 0%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 470 is the winner, 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 largest amount of data (in units of MB per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 amount of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill 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 max fill rate.