Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 features a GPU clock speed of 675 MHz, and the 768 MB of GDDR5 memory runs at 900 MHz through a 192-bit bus. It also features 336 SPUs, 56 TAUs, and 24 Raster Operation Units.
Compare all that to the GeForce GTX 650, which features GPU clock speed of 1058 MHz, and 1024 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is made up of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 460 should in theory perform a bit faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 will be a little bit (more or less 12%) better at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 is a small bit (approximately 4%) faster with regards to AA than the GeForce GTX 460, and also capable of handling higher screen 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: Memory bandwidth is the max amount of information (measured in MB per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.