Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) features clock 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 ROPs.
Compare those specifications to the GeForce GTX 650, which comes with clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 memory. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 650 should theoretically be quite a bit superior to the GeForce 8800 GTS (G92) in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be quite a bit (about 23%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateIf running with lots of anti-aliasing 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 maximum amount of data (in units of MB per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.