Compare any two graphics cards:
GeForce GTX 570 vs GeForce GTX 650 Ti
IntroThe GeForce GTX 570 features a GPU core clock speed of 732 MHz, and the 1280 MB of GDDR5 RAM is set to run at 950 MHz through a 320-bit bus. It also is made up of 480 SPUs, 60 Texture Address Units, and 40 Raster Operation Units.
Compare all of that to the GeForce GTX 650 Ti, which comes with a clock frequency of 928 MHz and a GDDR5 memory speed of 1350 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It is made up of 768 SPUs, 64 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 570 should theoretically be a lot better than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe GeForce GTX 650 Ti is much (about 35%) faster with regards to texture filtering than the GeForce GTX 570. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 570 is the winner, and very much so. (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 moved across the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. 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 are processed per second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units 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 rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.