Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) comes with a GPU clock speed of 650 MHz, and the 512 MB of GDDR3 RAM is set to run at 970 MHz through a 256-bit bus. It also features 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare that to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 RAM is set to run at a frequency of 1250 MHz on this model. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 650 should be a lot faster than the GeForce 8800 GTS (G92) in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be much (about 23%) better at AF than the GeForce GTX 650. (explain)
Pixel RateIf using a high screen resolution 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 data (in units of megabytes per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.