Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 280
IntroThe GeForce GTX 1650 comes with clock speeds of 1485 MHz on the GPU, and 8000 MHz on the 4096 MB of GDDR5 memory. It features 896 SPUs along with 56 Texture Address Units and 32 ROPs.
Compare those specifications to the GeForce GTX 280, which comes with a GPU core clock speed of 602 MHz, and 1024 MB of GDDR3 memory set to run at 1107 MHz through a 512-bit bus. It also is comprised of 240 SPUs, 80 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 280 should perform just a bit faster than the GeForce GTX 1650 in general. (explain)
Texel RateThe GeForce GTX 1650 will be quite a bit (more or less 73%) more effective at anisotropic filtering than the GeForce GTX 280. (explain)
Pixel RateThe GeForce GTX 1650 should be much (more or less 147%) better at FSAA than the GeForce GTX 280, and also capable of handling higher screen resolutions without losing too much performance. (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 (counted in MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 can be processed per second. This figure 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 graphics 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 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 colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.