Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 comes with a GPU core 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 Texture Address Units, and 24 ROPs.
Compare that to the GeForce GTX 650, which comes with a core clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
BenchmarksThese are real-world performance benchmarks that were submitted by Hardware Compare users. The scores seen here are the average of all benchmarks submitted for each respective test and hardware.
3DMark Fire Strike Graphics Score
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 460 should in theory be a little bit better than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 should be a little bit (more or less 12%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 is a small bit (approximately 4%) faster with regards to full screen anti-aliasing than the GeForce GTX 460, and will be capable of handling higher screen resolutions better. (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.
GeForce GTX 460
GeForce GTX 650
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the 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 amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number 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 is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.
GeForce GTX 460
GeForce GTX 650