Compare any two graphics cards:
GeForce GTS 250 1GB vs GeForce GTX 650
IntroThe GeForce GTS 250 1GB uses a 65/55 nm design. nVidia has clocked the core frequency at 738 MHz. The GDDR3 RAM runs at a frequency of 1100 MHz on this model. It features 128 SPUs along with 64 TAUs and 16 ROPs.
Compare those specifications to the GeForce GTX 650, which features core speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should perform a little bit faster than the GeForce GTS 250 1GB in general. (explain)
Texel RateThe GeForce GTS 250 1GB is quite a bit (about 40%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 will be a lot (approximately 43%) faster with regards to FSAA than the GeForce GTS 250 1GB, and also should be able to handle 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 max amount of information (measured in MB per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.