Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GTX 650
IntroThe GeForce 8800 GT 1GB makes use of a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this specific model. It features 112 SPUs along with 56 TAUs and 16 ROPs.
Compare that to the GeForce GTX 650, which features GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also is made up of 384 SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should theoretically be quite a bit superior to the GeForce 8800 GT 1GB overall. (explain)
Texel RateThe GeForce GTX 650 should be a bit (about 1%) faster with regards to anisotropic filtering than the GeForce 8800 GT 1GB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 650 is the winner, 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 information (in units of megabytes per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill 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 ability to reach the maximum fill rate.