Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) features a core clock frequency of 650 MHz and a GDDR3 memory frequency of 970 MHz. It also makes use of a 256-bit memory bus, and uses a 65 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 ROPs.
Compare all of that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 RAM is set to run at a speed of 1250 MHz on this model. It features 384 SPUs as well as 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 will be 29% quicker than the GeForce 8800 GTS (G92) in general, because of its greater data rate. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be a lot (approximately 23%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 650 is a better choice, by a large margin. (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: Memory bandwidth is the largest amount of information (measured in MB per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.