Compare any two graphics cards:
GeForce GT 430 1GB vs GeForce GTX 650
IntroThe GeForce GT 430 1GB comes with core speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Compare those specs to the GeForce GTX 650, which features a core clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 should be quite a bit faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce GTX 650 is a lot (about 202%) better at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce GTX 650 should be a lot (more or less 505%) better at full screen anti-aliasing than the GeForce GT 430 1GB, and will be able to handle higher resolutions without slowing down too much. (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 data (measured in megabytes per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.