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 set the core frequency at 738 MHz. The GDDR3 memory works at a frequency of 1100 MHz on this particular card. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Compare that to the GeForce GTX 650, which has GPU core speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 will be 14% faster than the GeForce GTS 250 1GB overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTS 250 1GB will be much (approximately 40%) better at AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 should be a lot (about 43%) better at AA than the GeForce GTS 250 1GB, and able to handle higher 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 maximum amount of data (counted in megabytes per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This is worked out 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could 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 Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.