Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 650
IntroThe GeForce GTX 260 comes with a GPU core speed of 576 MHz, and the 896 MB of GDDR3 RAM is set to run at 999 MHz through a 448-bit bus. It also is made up of 192 Stream Processors, 64 TAUs, and 28 Raster Operation Units.
Compare all that to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 memory works at a frequency of 1250 MHz on this particular model. 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)
Performance-wise, the GeForce GTX 260 should theoretically be quite a bit superior to the GeForce GTX 650 in general. (explain)
Texel RateThe GeForce GTX 260 should be just a bit (more or less 9%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 650 is a better choice, though only just barely. (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 (counted in MB per second) that can be moved over the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.