Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) features a clock frequency of 650 MHz and a GDDR3 memory frequency of 970 MHz. It also features a 256-bit bus, and makes use of a 65 nm design. It is made up of 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare all of that to the GeForce GTX 650, which has a clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be 29% quicker than the GeForce 8800 GTS (G92) in general, due to its greater bandwidth. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be much (about 23%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 should be much (approximately 63%) more effective at anti-aliasing than the GeForce 8800 GTS (G92), and will be able to handle higher resolutions more effectively. (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 transported over the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 amount of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.