Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 650
IntroThe GeForce GTX 260 has a core clock speed of 576 MHz and a GDDR3 memory speed of 999 MHz. It also makes use of a 448-bit memory bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM works at a speed of 1250 MHz on this particular card. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 is 40% faster than the GeForce GTX 650 in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 260 will be a bit (more or less 9%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 will be a small bit (more or less 5%) better at anti-aliasing than the GeForce GTX 260, and also able to handle higher resolutions without losing too much performance. (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 max amount of data (in units of MB per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 texture map elements (texels) that are 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 better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core speed of the card. 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 lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.