Compare any two graphics cards:
GeForce GTX 650 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 650 Ti has a core clock speed of 928 MHz and a GDDR5 memory frequency of 1350 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is made up of 768 SPUs, 64 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTX 660 Ti, which uses a 28 nm design. nVidia has set the core speed at 915 MHz. The GDDR5 memory is set to run at a speed of 1500 MHz on this specific model. It features 1344 SPUs along with 112 TAUs and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 Ti should be much faster than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti will be a lot (approximately 73%) more effective at texture filtering than the GeForce GTX 650 Ti. (explain)
Pixel RateThe GeForce GTX 660 Ti is a lot (more or less 48%) more effective at FSAA than the GeForce GTX 650 Ti, and also capable of handling 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: Bandwidth is the max amount of information (counted in MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the 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 better the memory bandwidth, 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 applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines 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 fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.