Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 650
IntroThe GeForce GTX 460 1GB uses a 40 nm design. nVidia has clocked the core speed at 675 MHz. The GDDR5 RAM runs at a frequency of 900 MHz on this specific card. It features 336 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
Compare that to the GeForce GTX 650, which features a clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also makes use of a 128-bit memory bus, and uses a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 460 1GB should be 44% quicker than the GeForce GTX 650 overall, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 460 1GB should be a little bit (about 12%) faster with regards to anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 460 1GB is a better choice, by a large margin. (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 (counted in MB per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its 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 core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.