Compare any two graphics cards:
GeForce GTS 250 1GB vs GeForce GTX 650
IntroThe GeForce GTS 250 1GB has core speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 RAM. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Compare those specs to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 memory works at a speed of 1250 MHz on this card. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be a little bit faster than the GeForce GTS 250 1GB overall. (explain)
Texel RateThe GeForce GTS 250 1GB should be quite a bit (about 40%) better at AF than the GeForce GTX 650. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 650 is the winner, by a large margin. (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 largest amount of information (measured in MB per second) that can be transported over the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 applied in one second. This figure is calculated by multiplying the total texture units of the card by the core 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 applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.