Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 512MB comes with core speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare all of that to the GeForce GTX 650, which features a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650, in theory, should perform much faster than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce GTX 650 should be just a bit (more or less 1%) faster with regards to texture filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateThe GeForce GTX 650 should be much (about 76%) more effective at AA than the GeForce 8800 GT 512MB, and also able to handle 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: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.