Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB features a GPU clock speed of 600 MHz, and the 256 MB of GDDR3 memory is set to run at 700 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 RAM works at a frequency of 1250 MHz on this model. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 650 should perform a lot faster than the GeForce 8800 GT 256MB in general. (explain)
Texel RateThe GeForce GTX 650 will be just a bit (about 1%) faster with regards to AF than the GeForce 8800 GT 256MB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 is a better choice, by a large margin. (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 max amount of information (measured in megabytes per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units of the card by the core 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 can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.