Compare any two graphics cards:
GeForce GT 430 1GB vs GeForce GTX 650
IntroThe GeForce GT 430 1GB has clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs as well as 16 TAUs and 4 ROPs.
Compare those specs to the GeForce GTX 650, which comes with a GPU core clock speed of 1058 MHz, and 1024 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should perform much faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce GTX 650 will be a lot (about 202%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce GTX 650 will be quite a bit (about 505%) faster with regards to full screen anti-aliasing than the GeForce GT 430 1GB, and also able to handle higher screen 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: Memory bandwidth is the max amount of information (measured in megabytes per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 can be processed per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.