Compare any two graphics cards:
GeForce GTX 465 vs GeForce GTX 650
IntroThe GeForce GTX 465 has a clock speed of 607 MHz and a GDDR5 memory frequency of 802 MHz. It also features a 256-bit memory bus, and makes use of a 40 nm design. It features 352 SPUs, 44 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which features a GPU core clock speed of 1058 MHz, and 2048 MB of GDDR5 RAM running at 1250 MHz through a 128-bit bus. It also features 384 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 465 will be 28% quicker than the GeForce GTX 650 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 650 should be quite a bit (more or less 27%) better at anisotropic filtering than the GeForce GTX 465. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 465 is superior to the GeForce GTX 650, 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: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core 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 memory bandwidth is, the lower the ability to get to the max fill rate.