Compare any two graphics cards:
GeForce GTX 460 vs GeForce GTX 650
IntroThe GeForce GTX 460 features a GPU core speed of 675 MHz, and the 768 MB of GDDR5 RAM runs at 900 MHz through a 192-bit bus. It also is made up of 336 SPUs, 56 TAUs, and 24 ROPs.
Compare all of that to the GeForce GTX 650, which has GPU core speed of 1058 MHz, and 1024 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 460 should be a bit faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 460 will be just a bit (about 12%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 will be just a bit (more or less 4%) better at anti-aliasing than the GeForce GTX 460, and also will be able to handle higher 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.
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 max amount of data (measured in MB per second) that can be transferred past the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the 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 can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the card's clock speed. 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 many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.