Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 650
IntroThe GeForce GTX 260 features core clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 192 SPUs as well as 64 Texture Address Units and 28 ROPs.
Compare those specifications to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM is set to run at a frequency of 1250 MHz on this model. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should be 40% quicker than the GeForce GTX 650 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 260 should be a bit (about 9%) more effective at texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 650 is a better choice, but not by far. (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: Bandwidth is the max amount of data (measured in megabytes per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once 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 processed per second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core 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 also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.