Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 650
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has set the core speed at 783 MHz. The GDDR5 RAM is set to run at a frequency of 902 MHz on this particular card. It features 192 SPUs as well as 32 TAUs and 16 ROPs.
Compare all that to the GeForce GTX 650, which features GPU core speed of 1058 MHz, and 1024 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should in theory be much better than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 650 is a lot (about 35%) more effective at anisotropic filtering than the GeForce GTS 450. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 650 is a better choice, by a large margin. (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 data (counted in MB per second) that can be transported over the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.