Compare any two graphics cards:
GeForce GTS 250 1GB vs GeForce GTX 650
IntroThe GeForce GTS 250 1GB comes with a GPU core clock speed of 738 MHz, and the 1024 MB of GDDR3 RAM runs at 1100 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 ROPs.
Compare those specifications to the GeForce GTX 650, which features GPU core speed of 1058 MHz, and 2048 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also is comprised of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 650 should be a small bit faster than the GeForce GTS 250 1GB in general. (explain)
Texel RateThe GeForce GTS 250 1GB is quite a bit (more or less 40%) better at AF than the GeForce GTX 650. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 650 is superior to the GeForce GTS 250 1GB, 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 maximum amount of information (in units of MB per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, it should 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in a 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 speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.