Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 650
IntroThe GeForce GTS 450 features a core clock speed of 783 MHz and a GDDR5 memory frequency of 902 MHz. It also uses a 128-bit memory bus, and uses a 40 nm design. It is made up of 192 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GTX 650, which features a clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be quite a bit faster than the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce GTX 650 should be quite a bit (more or less 35%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 650 should be quite a bit (approximately 35%) faster with regards to FSAA than the GeForce GTS 450, and will be capable of handling higher resolutions without losing too much performance. (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 information (in units of MB per second) that can be transferred past the external memory interface within a second. It is calculated by multiplying the bus width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If 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 high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is calculated 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most 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 number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.