Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTX 650
IntroThe GeForce 9800 GTX comes with a core clock frequency of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also features a 256-bit bus, and makes use of a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the GeForce GTX 650, which features core clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 memory. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should be a small bit faster than the GeForce 9800 GTX overall. (explain)
Texel RateThe GeForce 9800 GTX will be quite a bit (more or less 28%) more effective at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 is a lot (more or less 57%) faster with regards to full screen anti-aliasing than the GeForce 9800 GTX, and will be capable of handling higher resolutions more effectively. (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 megabytes per second) that can be transported over the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units of the card 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 maximum amount of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.