Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 comes with core clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 RAM. It features 336 SPUs as well as 56 TAUs and 24 Rasterization Operator Units.
Compare all of that to the GeForce GTX 650, which comes with a clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 460 is 8% faster than the GeForce GTX 650 overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 460 should be just a bit (approximately 12%) faster with regards to anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 will be a bit (about 4%) better at AA than the GeForce GTX 460, and also will be capable of handling higher 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: Memory bandwidth is the maximum amount of data (in units of MB per second) that can be transported across the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the 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 per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.