Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) has a GPU core clock speed of 650 MHz, and the 512 MB of GDDR3 RAM runs at 970 MHz through a 256-bit bus. It also is comprised of 128 Stream Processors, 64 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTX 650, which has clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 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)
As far as performance goes, the GeForce GTX 650 should theoretically be a lot superior to the GeForce 8800 GTS (G92) overall. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be much (about 23%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 should be much (about 63%) faster with regards to FSAA than the GeForce 8800 GTS (G92), and also able to handle higher resolutions without slowing down too much. (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 information (in units of MB per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 number of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs 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.