Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTX 650
IntroThe GeForce 9800 GTX comes with a clock frequency of 675 MHz and a GDDR3 memory speed of 1100 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It features 128 SPUs, 64 TAUs, and 16 ROPs.
Compare those specifications to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM works at a speed of 1250 MHz on this specific model. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should perform a small bit faster than the GeForce 9800 GTX in general. (explain)
Texel RateThe GeForce 9800 GTX should be quite a bit (approximately 28%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 650 is the winner, 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: Memory bandwidth is the maximum amount of information (in units of MB per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 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 AA, High Dynamic Range 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 amount of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory in a 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 outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.