Compare any two graphics cards:
GeForce GTX 1070 Ti vs GeForce GTX 1650
IntroThe GeForce GTX 1070 Ti features a clock speed of 1607 MHz and a GDDR5 memory frequency of 2000 MHz. It also features a 256-bit bus, and uses a 16 nm design. It is comprised of 2432 SPUs, 152 TAUs, and 64 ROPs.
Compare all of that to the GeForce GTX 1650, which comes with core speeds of 1485 MHz on the GPU, and 2001 MHz on the 4096 MB of GDDR5 RAM. It features 896 SPUs as well as 56 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 1070 Ti should be quite a bit faster than the GeForce GTX 1650 overall. (explain)
Texel RateThe GeForce GTX 1070 Ti should be a lot (approximately 194%) faster with regards to AF than the GeForce GTX 1650. (explain)
Pixel RateThe GeForce GTX 1070 Ti will be a lot (more or less 116%) better at anti-aliasing than the GeForce GTX 1650, and capable of handling higher screen 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: Bandwidth is the max amount of data (counted in MB per second) that can be moved past the external memory interface in one second. It is calculated by multiplying the interface width by the speed of its memory. If the card has DDR type memory, the result 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 anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number of texture units of the card by the core clock 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 applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant 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.