Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTX 650
IntroThe GeForce 9800 GTX makes use of a 65 nm design. nVidia has set the core frequency at 675 MHz. The GDDR3 memory is set to run at a speed of 1100 MHz on this specific card. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 650, which features a GPU core clock speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should theoretically be a small bit better than the GeForce 9800 GTX in general. (explain)
Texel RateThe GeForce 9800 GTX should be a lot (more or less 28%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 650 is the winner, 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: Memory bandwidth is the maximum amount of data (in units of MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 per second. This is calculated by multiplying the total texture units of the card 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.