Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 650
IntroThe GeForce GTS 450 features a clock speed of 783 MHz and a GDDR5 memory frequency of 902 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It is made up of 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare all that to the GeForce GTX 650, which features a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It is made up of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be 39% faster than the GeForce GTS 450 in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 650 will be much (approximately 35%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 650 is much (more or less 35%) better at anti-aliasing than the GeForce GTS 450, and capable of handling 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 largest amount of information (counted in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.