Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 650
IntroThe GeForce GTX 260 comes with a GPU clock speed of 576 MHz, and the 896 MB of GDDR3 RAM runs at 999 MHz through a 448-bit bus. It also is made up of 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Compare all of that to the GeForce GTX 650, which comes with a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should be much faster than the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 260 will be a bit (approximately 9%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 is a little bit (more or less 5%) faster with regards to full screen anti-aliasing than the GeForce GTX 260, and capable of handling higher screen resolutions without slowing down too much. (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 maximum amount of data (measured in megabytes per second) that can be transferred across the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 most pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few 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.