Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 comes with a clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 192-bit bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 TAUs, and 24 ROPs.
Compare all of that to the GeForce GTX 650, which uses a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 RAM works at a speed of 1250 MHz on this specific card. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 460 should theoretically be just a bit better than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 will be a bit (approximately 12%) better at AF than the GeForce GTX 650. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 is the winner, but it probably won't make a huge difference. (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: Bandwidth is the largest amount of information (counted in MB per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.