Compare any two graphics cards:
GeForce GTS 250 1GB vs GeForce GTX 650
IntroThe GeForce GTS 250 1GB makes use of a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 memory works at a frequency of 1100 MHz on this particular model. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Compare all of that to the GeForce GTX 650, which has 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)
Performance-wise, the GeForce GTX 650 should theoretically be a little bit better than the GeForce GTS 250 1GB in general. (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 using high levels of AA is important to you, then the GeForce GTX 650 is a better choice, and very much so. (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 data (measured in MB per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.