Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 features a core clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also features a 192-bit memory bus, and uses a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 24 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM works at a frequency of 1250 MHz on this specific model. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 should be just a bit faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 460 will be a bit (about 12%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 650 is the winner, though not by far. (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 transferred over the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card 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 - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.