Compare any two graphics cards:
GeForce 8800 GTS (G92) vs GeForce GTX 650
IntroThe GeForce 8800 GTS (G92) has a core clock speed of 650 MHz and a GDDR3 memory speed of 970 MHz. It also uses a 256-bit bus, and makes use of a 65 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this specific model. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
(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 much superior to the GeForce 8800 GTS (G92) overall. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be a lot (more or less 23%) faster with regards to texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 should be much (approximately 63%) faster with regards to anti-aliasing than the GeForce 8800 GTS (G92), and should 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.