Compare any two graphics cards:
GeForce GTX 650 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 650 Ti comes with core clock speeds of 928 MHz on the GPU, and 1350 MHz on the 1024 MB of GDDR5 memory. It features 768 SPUs as well as 64 Texture Address Units and 16 ROPs.
Compare all that to the GeForce GTX 660 Ti, which comes with a core clock speed of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is made up of 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 Ti, in theory, should be quite a bit faster than the GeForce GTX 650 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti should be quite a bit (about 73%) more effective at AF than the GeForce GTX 650 Ti. (explain)
Pixel RateThe GeForce GTX 660 Ti should be a lot (approximately 48%) faster with regards to AA than the GeForce GTX 650 Ti, and should be capable of handling higher screen resolutions more effectively. (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 information (counted in MB per second) that can be transferred over the external memory interface in a second. The number is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant 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.