Compare any two graphics cards:
GeForce GT 430 1GB vs GeForce GTX 650
IntroThe GeForce GT 430 1GB features a clock speed of 700 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which has a clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 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 theoretically be a lot better than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce GTX 650 is a lot (approximately 202%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 650 is the winner, 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 maximum amount of information (in units of MB per second) that can be moved past the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the 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 amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its 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 clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.