Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 650
IntroThe GeForce GTX 460 1GB has a GPU clock speed of 675 MHz, and the 1024 MB of GDDR5 RAM is set to run at 900 MHz through a 256-bit bus. It also features 336 Stream Processors, 56 TAUs, and 32 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which comes with GPU 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.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 460 1GB should perform a lot faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 1GB will be just a bit (more or less 12%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 460 1GB will be a lot (more or less 28%) better at AA than the GeForce GTX 650, and capable of handling higher screen resolutions without losing too much performance. (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 max amount of data (measured in megabytes per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied 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 better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also 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 bandwidth is, the lower the potential to reach the maximum fill rate.