Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) comes with a clock frequency of 650 MHz and a GDDR3 memory frequency of 970 MHz. It also uses a 256-bit memory bus, and uses a 65 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 ROPs.
Compare those specifications to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 memory runs at a frequency of 1250 MHz on this specific model. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should in theory be quite a bit better than the GeForce 8800 GTS (G92) overall. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be quite a bit (approximately 23%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 650 is superior to the GeForce 8800 GTS (G92), 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 (counted in megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the bus width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total texture units of the card 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.