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 frequency of 1100 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It is made up of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GTX 650, which features a clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit memory bus, and uses a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be 14% quicker than the GeForce 9800 GTX in general, due to its higher data rate. (explain)
Texel RateThe GeForce 9800 GTX will be much (approximately 28%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 should be much (more or less 57%) better at full screen anti-aliasing than the GeForce 9800 GTX, and capable of handling higher resolutions while still performing well. (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 information (in units of MB per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the interface width by its memory clock speed. In the case of DDR type memory, 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 AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is calculated by multiplying the total amount of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines 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 output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.