Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GTX 650
IntroThe GeForce 8800 GT 1GB comes with a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit bus, and makes use of a 65 nm design. It features 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all of that to the GeForce GTX 650, which uses a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 memory runs at a frequency of 1250 MHz on this particular model. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should in theory perform much faster than the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce GTX 650 will be a bit (more or less 1%) better at anisotropic filtering than the GeForce 8800 GT 1GB. (explain)
Pixel RateThe GeForce GTX 650 is quite a bit (about 76%) more effective at AA than the GeForce 8800 GT 1GB, and also capable of handling higher screen resolutions while still performing well. (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 data (counted in MB per second) that can be transferred over the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.