Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB features a clock frequency of 600 MHz and a GDDR3 memory frequency of 700 MHz. It also features a 256-bit bus, and makes use of a 65 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the GeForce GTX 650, which features a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 650 should be a lot faster than the GeForce 8800 GT 256MB in general. (explain)
Texel RateThe GeForce GTX 650 should be a small bit (approximately 1%) better at texture filtering than the GeForce 8800 GT 256MB. (explain)
Pixel RateThe GeForce GTX 650 is a lot (approximately 76%) better at AA than the GeForce 8800 GT 256MB, and will be capable of handling 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 data (measured in MB per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the graphics 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 maximum number of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.