Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 650
IntroThe GeForce GTX 260 features a GPU core clock speed of 576 MHz, and the 896 MB of GDDR3 memory is set to run at 999 MHz through a 448-bit bus. It also is comprised of 192 Stream Processors, 64 Texture Address Units, and 28 Raster Operation Units.
Compare all that to the GeForce GTX 650, which comes with GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 memory set to run at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 260 should in theory be a lot superior to the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 260 should be a small bit (more or less 9%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 is a better choice, not by a very large margin though. (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 moved across the external memory interface in one second. The number is worked out by multiplying the interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.