Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 has a core clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 192-bit memory bus, and makes use of a 40 nm design. It is comprised of 336 SPUs, 56 Texture Address Units, and 24 Raster Operation Units.
Compare those specifications to the GeForce GTX 650, which comes with core clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 memory. It features 384 SPUs along with 32 Texture Address Units 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 small bit faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 460 will be a little bit (about 12%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 is a small bit (more or less 4%) better at FSAA than the GeForce GTX 460, and will be able to handle higher screen resolutions without slowing down too much. (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 max amount of information (measured in megabytes per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of 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 speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.