Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 512MB has a core clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit bus, and makes use of a 65 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 memory runs at a speed of 1250 MHz on this specific model. It features 384 SPUs as well as 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be quite a bit faster than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce GTX 650 should be a little bit (about 1%) better at AF than the GeForce 8800 GT 512MB. (explain)
Pixel RateThe GeForce GTX 650 should be a lot (about 76%) better at FSAA than the GeForce 8800 GT 512MB, and also should be capable of handling higher 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 largest amount of information (counted in MB per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 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 speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount 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 also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.