Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB has a clock speed of 600 MHz and a GDDR3 memory frequency of 700 MHz. It also features a 256-bit bus, and uses a 65 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GTX 650, which has core speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should theoretically be quite a bit faster than the GeForce 8800 GT 256MB in general. (explain)
Texel RateThe GeForce GTX 650 will be a bit (approximately 1%) more effective at anisotropic filtering than the GeForce 8800 GT 256MB. (explain)
Pixel RateThe GeForce GTX 650 should be much (about 76%) better at full screen anti-aliasing than the GeForce 8800 GT 256MB, and should be able to handle higher 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.
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 maximum amount of data (in units of MB per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at handling 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 that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.