Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB uses a 65 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 memory runs at a speed of 700 MHz on this particular model. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this particular card. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 should be a lot faster than the GeForce 8800 GT 256MB overall. (explain)
Texel RateThe GeForce GTX 650 should be a small bit (about 1%) better at texture filtering than the GeForce 8800 GT 256MB. (explain)
Pixel RateThe GeForce GTX 650 is much (more or less 76%) better at AA than the GeForce 8800 GT 256MB, and capable of handling higher resolutions better. (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: Bandwidth is the max amount of data (measured in megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one 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. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill 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 potential to reach the maximum fill rate.