Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 512MB features a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit memory bus, and uses a 65 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which has a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit bus, and uses a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should theoretically be much superior to the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 650 is a bit (about 1%) faster with regards to anisotropic filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 650 is superior to the GeForce 8800 GT 512MB, by a large margin. (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 max amount of data (counted in megabytes per second) that can be transported across the external memory interface within a second. The number is worked out by multiplying the interface width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.