Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 650
IntroThe GeForce GTX 460 1GB features a clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It features 336 SPUs, 56 TAUs, and 32 ROPs.
Compare those specifications to the GeForce GTX 650, which has a GPU core clock speed of 1058 MHz, and 1024 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 460 1GB should in theory be a lot superior to the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 1GB should be just a bit (about 12%) more effective at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 460 1GB will be a lot (approximately 28%) better at FSAA than the GeForce GTX 650, and also will be able to handle higher resolutions while still performing well. (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 information (counted in MB per second) that can be transferred across the external memory interface within a second. It is worked out by multiplying the interface 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 memory bandwidth, the faster 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 is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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 - the lower the bandwidth is, the lower the potential to reach the max fill rate.