Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB features core clock speeds of 600 MHz on the GPU, and 700 MHz on the 256 MB of GDDR3 RAM. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare all that to the GeForce GTX 650, which uses a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 memory is set to run at a frequency of 1250 MHz on this specific card. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 650 should theoretically be quite a bit superior to the GeForce 8800 GT 256MB in general. (explain)
Texel RateThe GeForce GTX 650 is a bit (more or less 1%) faster with regards to texture filtering than the GeForce 8800 GT 256MB. (explain)
Pixel RateThe GeForce GTX 650 should be much (approximately 76%) better at anti-aliasing than the GeForce 8800 GT 256MB, and also will be capable of handling higher screen 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.
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 megabytes per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, 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 that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.