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 frequency of 999 MHz. It also features a 448-bit bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Compare that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 RAM works at a speed of 1250 MHz on this model. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should be much faster than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 260 should be just a bit (about 9%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 will be a bit (more or less 5%) more effective at AA than the GeForce GTX 260, and also should be capable of handling higher screen 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 largest amount of information (in units of megabytes per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR 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 amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels 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 figure is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends 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 max fill rate.