Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTX 650
IntroThe GeForce 9800 GTX has a core clock speed of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also makes use of a 256-bit memory bus, and uses a 65 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare that to the GeForce GTX 650, which uses a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 memory is set to run at a speed of 1250 MHz on this specific model. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 is 14% faster than the GeForce 9800 GTX in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce 9800 GTX should be a lot (more or less 28%) more effective at texture filtering 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, by a large margin. (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: Bandwidth is the largest amount of information (in units of MB per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.