Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB comes with a core clock frequency of 600 MHz and a GDDR3 memory frequency of 700 MHz. It also uses a 256-bit bus, and makes use of a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare all that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 memory runs at a frequency of 1250 MHz on this specific model. 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 a lot better than the GeForce 8800 GT 256MB overall. (explain)
Texel RateThe GeForce GTX 650 is just a bit (more or less 1%) better at anisotropic filtering 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.
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 largest amount of information (counted in megabytes per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 once 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 AA, HDR and higher screen 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 by the core clock 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 amount of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.