Compare any two graphics cards:
GeForce GT 340 vs GeForce GTX 650
IntroThe GeForce GT 340 uses a 40 nm design. nVidia has set the core speed at 550 MHz. The GDDR5 RAM runs at a speed of 850 MHz on this specific card. It features 96 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.
Compare all that to the GeForce GTX 650, which comes with clock 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 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should in theory be much faster than the GeForce GT 340 in general. (explain)
Texel RateThe GeForce GTX 650 should be a lot (about 92%) faster with regards to texture filtering than the GeForce GT 340. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 is superior to the GeForce GT 340, 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.
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 max amount of data (in units of megabytes per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better 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 figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at 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 its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.