Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTX 650
IntroThe GeForce 9800 GTX features clock speeds of 675 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 650, which has a clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit memory bus, and uses a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should in theory perform a little bit faster than the GeForce 9800 GTX in general. (explain)
Texel RateThe GeForce 9800 GTX should be much (approximately 28%) faster with regards to texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 650 is a better choice, 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: Bandwidth is the maximum amount of information (in units of MB per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video 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 amount of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.