Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 has a GPU core clock speed of 675 MHz, and the 768 MB of GDDR5 RAM is set to run at 900 MHz through a 192-bit bus. It also is made up of 336 Stream Processors, 56 TAUs, and 24 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which has a core clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 460 should perform a little bit faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 is a little bit (approximately 12%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 should be a little bit (more or less 4%) more effective at anti-aliasing than the GeForce GTX 460, and able to handle higher resolutions more effectively. (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 largest amount of information (counted in megabytes per second) that can be transported past the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.