Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 280
IntroThe GeForce GTX 1650 has a core clock speed of 1485 MHz and a GDDR5 memory frequency of 8000 MHz. It also makes use of a 128-bit memory bus, and uses a 12 nm design. It is comprised of 896 SPUs, 56 TAUs, and 32 ROPs.
Compare all of that to the GeForce GTX 280, which comes with GPU clock speed of 602 MHz, and 1024 MB of GDDR3 RAM running at 1107 MHz through a 512-bit bus. It also is made up of 240 Stream Processors, 80 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 280 will be 8% faster than the GeForce GTX 1650 in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 1650 should be a lot (more or less 73%) more effective at anisotropic filtering than the GeForce GTX 280. (explain)
Pixel RateThe GeForce GTX 1650 is much (more or less 147%) faster with regards to FSAA than the GeForce GTX 280, and should be capable of handling higher resolutions better. (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 information (counted in MB per second) that can be transported over the external memory interface in a second. It's worked out 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 card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units 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 output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.