Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GTX 650
IntroThe GeForce 8800 GT 1GB uses a 65 nm design. nVidia has set the core speed at 600 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this particular card. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare all that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 RAM is set to run at a frequency of 1250 MHz on this particular model. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 650 should theoretically be a lot superior to the GeForce 8800 GT 1GB overall. (explain)
Texel RateThe GeForce GTX 650 will be a little bit (approximately 1%) more effective at texture filtering than the GeForce 8800 GT 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 is the winner, and very much so. (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 max amount of data (in units of MB per second) that can be transported over the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the clock 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 output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.