Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 650
IntroThe GeForce GTX 460 1GB comes with a clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and uses a 40 nm design. It features 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM is set to run at a frequency of 1250 MHz on this specific model. It features 384 SPUs as well as 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 460 1GB should in theory be much superior to the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 1GB will be just a bit (about 12%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 460 1GB 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 maximum amount of information (in units of MB per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better 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 most pixels the graphics card can 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 ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.