Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTX 650
IntroThe GeForce 9800 GTX features a clock speed of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also features a 256-bit memory bus, and uses a 65 nm design. It is made up of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which has GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also features 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be just a bit faster than the GeForce 9800 GTX overall. (explain)
Texel RateThe GeForce 9800 GTX is quite a bit (about 28%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 650 is the winner, 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 largest amount of data (in units of MB per second) that can be transported past the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range 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 higher this number, the better the graphics 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 that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.