Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce GTX 650
IntroThe GeForce 8800 GT 1GB comes with a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit memory bus, and makes use of a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare all of that to the GeForce GTX 650, which has clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should theoretically perform much faster than the GeForce 8800 GT 1GB overall. (explain)
Texel RateThe GeForce GTX 650 should be a little bit (more or less 1%) more effective at texture filtering than the GeForce 8800 GT 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 650 is a better choice, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 processed per second. This is worked out by multiplying the total number of texture units of the card by the core clock 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 a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the card's 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 quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.