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 Raster Operation Units.
Compare those specifications to the GeForce GTX 650, which features a core clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should perform quite a bit faster than the GeForce 8800 GTS (G92) in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be a lot (about 23%) faster with regards to anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 650 is superior to the GeForce 8800 GTS (G92), and very much so. (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 max amount of data (counted in MB per second) that can be transferred past the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, 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 number of texture map elements (texels) that are processed per second. This is calculated by multiplying the total number of texture units of the card by the core clock 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 applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.