Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) features core speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
Compare all that to the GeForce GTX 650, which features GPU core speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also features 384 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 is 29% quicker than the GeForce 8800 GTS (G92) overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be quite a bit (approximately 23%) 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 superior to the GeForce 8800 GTS (G92), and very much so. (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 data (measured in MB per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units 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 output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.