Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB has a GPU core clock speed of 600 MHz, and the 256 MB of GDDR3 RAM is set to run at 700 MHz through a 256-bit bus. It also is made up of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specifications to the GeForce GTX 650, which has a clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 650 should theoretically be quite a bit better than the GeForce 8800 GT 256MB overall. (explain)
Texel RateThe GeForce GTX 650 should be a bit (about 1%) better at anisotropic filtering than the GeForce 8800 GT 256MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 650 is the winner, and very much so. (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 maximum amount of information (in units of megabytes per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 number of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.