Compare any two graphics cards:
GeForce GT 320 vs GeForce GTX 650
IntroThe GeForce GT 320 comes with a core clock speed of 540 MHz and a GDDR3 memory speed of 790 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It features 72 SPUs, 24 Texture Address Units, and 8 ROPs.
Compare those specifications to the GeForce GTX 650, which uses a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 memory is set to run at a speed of 1250 MHz on this specific card. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should perform a lot faster than the GeForce GT 320 in general. (explain)
Texel RateThe GeForce GTX 650 is much (approximately 161%) faster with regards to AF than the GeForce GT 320. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 650 is superior to the GeForce GT 320, and very much so. (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: Bandwidth is the largest amount of data (counted in MB per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is worked out by multiplying the total amount of texture units 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 processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can 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 clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.