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 speed at 600 MHz. The GDDR3 memory is set to run at a speed of 700 MHz on this specific card. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
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 memory runs at a speed of 1250 MHz on this specific model. It features 384 SPUs as well as 32 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should perform quite a bit faster than the GeForce 8800 GT 256MB in general. (explain)
Texel RateThe GeForce GTX 650 will be a bit (about 1%) better at anisotropic filtering than the GeForce 8800 GT 256MB. (explain)
Pixel RateThe GeForce GTX 650 will be much (about 76%) better at FSAA than the GeForce 8800 GT 256MB, and should 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 information (counted in megabytes per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.