Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTX 650
IntroThe GeForce 9800 GTX has 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 features 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 RAM works at a frequency of 1250 MHz on this specific card. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 650 should perform a little bit faster than the GeForce 9800 GTX overall. (explain)
Texel RateThe GeForce 9800 GTX is much (more or less 28%) better at AF than the GeForce GTX 650. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 650 is the winner, 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 max amount of information (counted in MB per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill 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.