Compare any two graphics cards:
GeForce GTS 450 vs GeForce GTX 650
IntroThe GeForce GTS 450 uses a 40 nm design. nVidia has clocked the core speed at 783 MHz. The GDDR5 RAM runs at a frequency of 902 MHz on this particular card. It features 192 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare those specifications to the GeForce GTX 650, which has GPU core speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also 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)
Theoretically speaking, the GeForce GTX 650 should be 39% quicker than the GeForce GTS 450 in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 650 is quite a bit (about 35%) better at AF than the GeForce GTS 450. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 is superior to the GeForce GTS 450, 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 maximum amount of information (measured in MB per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better 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 amount of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. 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 is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.