Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650 Ti
IntroThe GeForce GTX 560 Ti features a GPU core clock speed of 822 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1002 MHz through a 256-bit bus. It also is comprised of 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare those specifications to the GeForce GTX 650 Ti, which comes with GPU core speed of 928 MHz, and 1024 MB of GDDR5 RAM set to run at 1350 MHz through a 128-bit bus. It also is made up of 768 SPUs, 64 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti, in theory, should be quite a bit faster than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe GeForce GTX 650 Ti should be a bit (approximately 13%) better at anisotropic filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 560 Ti is a better choice, by far. (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 maximum amount of data (counted in megabytes per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's 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 amount of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the 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 the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.