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 memory. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare all of that to the GeForce GTX 650, which features a clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also features a 128-bit bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
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 overall. (explain)
Texel RateThe GeForce GTX 650 should be a small bit (more or less 1%) better at anisotropic filtering than the GeForce 8800 GT 256MB. (explain)
Pixel RateThe GeForce GTX 650 is much (approximately 76%) better at FSAA than the GeForce 8800 GT 256MB, and also will be able to handle higher screen resolutions more effectively. (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 maximum amount of data (in units of MB per second) that can be transferred across the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 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, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at handling 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 chip can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.