Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 650
IntroThe GeForce GTX 460 1GB has a clock frequency of 675 MHz and a GDDR5 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which comes with core speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 1GB should be quite a bit faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 460 1GB is a bit (about 12%) more effective at anisotropic 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 the winner, and very much so. (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 data (measured in megabytes per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 are processed per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, 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 per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.