Compare any two graphics cards:
GeForce 8800 GT 512MB vs GeForce GTX 650
IntroThe GeForce 8800 GT 512MB has a GPU core 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 comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare that to the GeForce GTX 650, which features a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It features 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 650 should theoretically be quite a bit superior to the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce GTX 650 is a little bit (more or less 1%) faster with regards to texture filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateIf running with lots of anti-aliasing 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.
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: Bandwidth is the largest amount of data (measured in MB per second) that can be transported past the external memory interface within a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total 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 handling 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 that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the card's clock speed. 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 many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.