Compare any two graphics cards:
GeForce GT 430 1GB vs GeForce GTX 650
IntroThe GeForce GT 430 1GB has core clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Compare all that to the GeForce GTX 650, which comes with GPU core speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should in theory be a lot superior to the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce GTX 650 is a lot (more or less 202%) faster with regards to anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with a high screen 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 largest amount of information (counted in MB per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster 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 processed per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the card's 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 is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.