Compare any two graphics cards:
GeForce GTX 560 Ti vs GeForce GTX 650 Ti
IntroThe GeForce GTX 560 Ti features core clock speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs as well as 64 TAUs and 32 ROPs.
Compare all of that to the GeForce GTX 650 Ti, which comes with GPU clock speed of 928 MHz, and 1024 MB of GDDR5 RAM set to run at 1350 MHz through a 128-bit bus. It also is comprised of 768 Stream Processors, 64 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti should in theory be a lot faster than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe GeForce GTX 650 Ti is just a bit (approximately 13%) better at anisotropic filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateThe GeForce GTX 560 Ti will be quite a bit (more or less 77%) faster with regards to anti-aliasing than the GeForce GTX 650 Ti, and also should be able to handle higher resolutions without slowing down too much. (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 data (counted in megabytes per second) that can be transported over the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses 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, 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 the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.