Compare any two graphics cards:
GeForce GT 430 1GB vs GeForce GTX 650
IntroThe GeForce GT 430 1GB features a core clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 128-bit bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.
Compare that to the GeForce GTX 650, which features a core clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 128-bit memory bus, and uses a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should perform a lot faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce GTX 650 will be much (more or less 202%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce GTX 650 will be quite a bit (about 505%) more effective at full screen anti-aliasing than the GeForce GT 430 1GB, and should be able to handle higher resolutions more effectively. (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 maximum amount of information (measured in megabytes per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR RAM, 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 applied in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of 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.