Compare any two graphics cards:
GeForce GTX 650 Ti 2GB vs GeForce GTX 980
IntroThe GeForce GTX 650 Ti 2GB features a core clock frequency of 928 MHz and a GDDR5 memory speed of 1350 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It features 768 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare all of that to the GeForce GTX 980, which has a clock speed of 1126 MHz and a GDDR5 memory speed of 1750 MHz. It also features a 256-bit bus, and uses a 28 nm design. It is made up of 2048 SPUs, 128 Texture Address Units, and 64 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 980 should be much faster than the GeForce GTX 650 Ti 2GB in general. (explain)
Texel RateThe GeForce GTX 980 should be much (approximately 143%) better at AF than the GeForce GTX 650 Ti 2GB. (explain)
Pixel RateThe GeForce GTX 980 is a lot (more or less 385%) better at FSAA than the GeForce GTX 650 Ti 2GB, and also able to handle higher resolutions more effectively. (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 (measured in MB per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the 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 maximum amount 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 amount of ROPs 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 quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.