Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 512MB makes use of a 65 nm design. nVidia has set the core speed at 600 MHz. The GDDR3 RAM runs at a speed of 900 MHz on this particular model. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare that to the GeForce GTX 650, which features core 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 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should in theory perform much faster than the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 650 is a small bit (about 1%) faster with regards to anisotropic filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateThe GeForce GTX 650 is quite a bit (more or less 76%) faster with regards to anti-aliasing than the GeForce 8800 GT 512MB, and will be able to handle higher resolutions without losing too much performance. (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 maximum amount of data (in units of MB per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units 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 fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.