Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GTX 650
IntroThe GeForce 8800 GT 1GB has clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 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 comes with core clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 memory. It features 384 SPUs along with 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should in theory be quite a bit superior to the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce GTX 650 should be a little bit (about 1%) more effective at AF than the GeForce 8800 GT 1GB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 650 is superior to the GeForce 8800 GT 1GB, by far. (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 data (measured in megabytes per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.