Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650 Ti
IntroThe GeForce GTX 560 Ti has a clock speed of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit bus, and uses a 40 nm design. It is comprised of 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare those specs to the GeForce GTX 650 Ti, which features a core clock speed of 928 MHz and a GDDR5 memory speed of 1350 MHz. It also makes use of a 128-bit memory bus, and uses 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)
Theoretically speaking, the GeForce GTX 560 Ti should be quite a bit faster than the GeForce GTX 650 Ti overall. (explain)
Texel RateThe GeForce GTX 650 Ti should be a little bit (about 13%) better at texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateThe GeForce GTX 560 Ti should be a lot (about 77%) more effective at anti-aliasing than the GeForce GTX 650 Ti, and capable of handling higher resolutions without losing too much performance. (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 largest amount of information (measured in MB per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.