Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) has a GPU core speed of 650 MHz, and the 512 MB of GDDR3 memory runs at 970 MHz through a 256-bit bus. It also is comprised of 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTX 650, which has a core clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 650 should perform much faster than the GeForce 8800 GTS (G92) overall. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be quite a bit (approximately 23%) faster with regards to anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 will be much (about 63%) faster with regards to AA than the GeForce 8800 GTS (G92), and will be able to handle higher resolutions while still performing well. (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 (counted in MB per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's 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 number of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the graphics 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 maximum amount 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 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 rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.