Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 660
IntroThe GeForce GTX 1650 has core speeds of 1485 MHz on the GPU, and 8000 MHz on the 4096 MB of GDDR5 RAM. It features 896 SPUs along with 56 Texture Address Units and 32 Rasterization Operator Units.
Compare those specs to the GeForce GTX 660, which uses a 28 nm design. nVidia has clocked the core speed at 980 MHz. The GDDR5 RAM runs at a frequency of 1502 MHz on this specific card. It features 960 SPUs along with 80 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 660 should in theory be a small bit better than the GeForce GTX 1650 in general. (explain)
Texel RateThe GeForce GTX 1650 is a bit (more or less 6%) better at texture filtering than the GeForce GTX 660. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 1650 is superior to the GeForce GTX 660, 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.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the interface 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 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the 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 number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.