Compare any two graphics cards:
GeForce GT 340 vs GeForce GTX 650
IntroThe GeForce GT 340 makes use of a 40 nm design. nVidia has clocked the core frequency at 550 MHz. The GDDR5 memory works at a frequency of 850 MHz on this particular card. It features 96 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.
Compare those specs to the GeForce GTX 650, which features core speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 32 TAUs 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 quite a bit faster than the GeForce GT 340 in general. (explain)
Texel RateThe GeForce GTX 650 will be a lot (about 92%) more effective at anisotropic filtering than the GeForce GT 340. (explain)
Pixel RateThe GeForce GTX 650 is much (more or less 285%) more effective at FSAA than the GeForce GT 340, and also should be able to handle higher screen 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the 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 amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, 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 number of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.