Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB features core speeds of 600 MHz on the GPU, and 700 MHz on the 256 MB of GDDR3 memory. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare all that to the GeForce GTX 650, which comes with a clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should perform much faster than the GeForce 8800 GT 256MB overall. (explain)
Texel RateThe GeForce GTX 650 should be just a bit (more or less 1%) faster with regards to 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 also capable of handling higher screen resolutions without losing too much performance. (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 largest amount of information (counted in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster 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 amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics 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 amount of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka 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, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.