Compare any two graphics cards:
GeForce GTX 465 vs GeForce GTX 650
IntroThe GeForce GTX 465 comes with a GPU clock speed of 607 MHz, and the 1024 MB of GDDR5 memory is set to run at 802 MHz through a 256-bit bus. It also is comprised of 352 SPUs, 44 TAUs, and 32 ROPs.
Compare those specifications to the GeForce GTX 650, which has GPU core speed of 1058 MHz, and 2048 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 465, in theory, should perform quite a bit faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 650 is much (approximately 27%) better at texture filtering than the GeForce GTX 465. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 465 is a better choice, though only just barely. (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 maximum amount of data (measured in megabytes per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the video 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 maximum amount of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.