Compare any two graphics cards:
GeForce GTX 465 vs GeForce GTX 880M
IntroThe GeForce GTX 465 comes with a GPU core clock speed of 607 MHz, and the 1024 MB of GDDR5 RAM is set to run at 802 MHz through a 256-bit bus. It also features 352 Stream Processors, 44 Texture Address Units, and 32 ROPs.
Compare those specs to the GeForce GTX 880M, which features GPU clock speed of 954 MHz, and 4096 MB of GDDR5 RAM set to run at 1000 MHz through a 256-bit bus. It also is made up of 1536 Stream Processors, 128 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 880M should theoretically be a lot superior to the GeForce GTX 465 in general. (explain)
Texel RateThe GeForce GTX 880M is a lot (about 357%) better at AF than the GeForce GTX 465. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 880M is a better choice, by a large margin. (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 information (counted in MB per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the card's 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 better the 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 texture map elements (texels) that can be processed in one 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 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 graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.