Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 features a core clock frequency of 675 MHz and a GDDR5 memory speed of 900 MHz. It also uses a 192-bit bus, and makes use of a 40 nm design. It is comprised of 336 SPUs, 56 TAUs, and 24 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 is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 should perform a little bit faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 460 will be a small bit (approximately 12%) faster with regards to anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 650 is a better choice, though only just barely. (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 (counted in megabytes per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units of the card by the core 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 processed in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.