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 speed of 902 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the GeForce GTX 650, which features GPU clock speed of 1058 MHz, and 1024 MB of GDDR5 memory set to run at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 should perform much faster than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce GTX 650 will be a lot (about 35%) faster with regards to AF than the GeForce GTS 450. (explain)
Pixel RateThe GeForce GTX 650 is a lot (about 35%) better at AA 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: Bandwidth is the max amount of information (in units of MB per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the video 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 most pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.