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 features a 256-bit memory bus, and uses a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare all that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 memory runs at a speed of 1250 MHz on this particular model. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 1GB should perform much faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 460 1GB is just a bit (about 12%) more effective 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 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 max amount of information (counted in MB per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.