Compare any two graphics cards:
GeForce 8800 GT 256MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 256MB has a GPU 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 comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which has a core clock speed of 1058 MHz and a GDDR5 memory frequency 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 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 will be 79% quicker than the GeForce 8800 GT 256MB in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTX 650 is a bit (more or less 1%) better at AF than the GeForce 8800 GT 256MB. (explain)
Pixel RateThe GeForce GTX 650 should be much (approximately 76%) faster with regards to anti-aliasing than the GeForce 8800 GT 256MB, and also able to handle higher resolutions without slowing down too much. (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 information (in units of MB per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units by the core 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 in one 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. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.