Compare any two graphics cards:
GeForce GTX 650 vs Radeon R7 250
IntroThe GeForce GTX 650 comes with a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It features 384 SPUs, 32 TAUs, and 16 ROPs.
Compare all of that to the Radeon R7 250, which features a core clock frequency of 1000 MHz and a GDDR5 memory speed of 1150 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It is comprised of 384 SPUs, 24 Texture Address Units, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 650 should in theory be a little bit better than the Radeon R7 250 in general. (explain)
Texel RateThe GeForce GTX 650 should be quite a bit (approximately 41%) more effective at anisotropic filtering than the Radeon R7 250. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 650 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This is calculated by multiplying the total number of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.