Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 512MB has a GPU core clock speed of 600 MHz, and the 512 MB of GDDR3 RAM is set to run at 900 MHz through a 256-bit bus. It also is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 650, which features GPU core speed of 1058 MHz, and 1024 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should in theory be much superior to the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce GTX 650 should be a bit (more or less 1%) better at texture filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateThe GeForce GTX 650 will be quite a bit (more or less 76%) more effective at FSAA than the GeForce 8800 GT 512MB, and also should be able to handle higher screen resolutions better. (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 information (measured in megabytes per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.