Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 460 2GB
IntroThe GeForce GTX 1650 makes use of a 12 nm design. nVidia has set the core frequency at 1485 MHz. The GDDR5 memory is set to run at a speed of 8000 MHz on this card. It features 896 SPUs along with 56 Texture Address Units and 32 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 460 2GB, which comes with core speeds of 675 MHz on the GPU, and 900 MHz on the 2048 MB of GDDR5 RAM. It features 336 SPUs as well as 56 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 1650 will be 14% faster than the GeForce GTX 460 2GB in general, due to its greater data rate. (explain)
Texel RateThe GeForce GTX 1650 will be much (approximately 120%) more effective at anisotropic filtering than the GeForce GTX 460 2GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 1650 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 largest amount of data (measured in MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.