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 clocked the core frequency at 600 MHz. The GDDR3 memory works at a speed of 900 MHz on this particular card. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 650, which comes with GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 RAM running at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 650 is 39% quicker than the GeForce 8800 GT 1GB in general, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 650 should be a small bit (more or less 1%) more effective at AF than the GeForce 8800 GT 1GB. (explain)
Pixel RateThe GeForce GTX 650 will be much (about 76%) better at FSAA than the GeForce 8800 GT 1GB, and will be capable of handling higher screen 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 data (in units of MB per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better 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 number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling 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 the video card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.