Compare any two graphics cards:
GeForce GTX 650 Ti vs GeForce GTX 660 Ti
IntroThe GeForce GTX 650 Ti uses a 28 nm design. nVidia has set the core speed at 928 MHz. The GDDR5 memory is set to run at a frequency of 1350 MHz on this specific model. It features 768 SPUs along with 64 Texture Address Units and 16 ROPs.
Compare that to the GeForce GTX 660 Ti, which comes with a GPU core clock speed of 915 MHz, and 2048 MB of GDDR5 memory set to run at 1500 MHz through a 192-bit bus. It also features 1344 SPUs, 112 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 Ti should theoretically perform a lot faster than the GeForce GTX 650 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti is quite a bit (approximately 73%) better at texture filtering than the GeForce GTX 650 Ti. (explain)
Pixel RateThe GeForce GTX 660 Ti should be much (approximately 48%) better at anti-aliasing than the GeForce GTX 650 Ti, and will be able to handle higher 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: Bandwidth is the largest amount of data (measured in megabytes per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, 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 number of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.