Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 280
IntroThe GeForce GTX 1650 uses a 12 nm design. nVidia has set the core speed at 1485 MHz. The GDDR5 memory works at a speed of 8000 MHz on this particular model. 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 clock frequency of 602 MHz and a GDDR3 memory frequency of 1107 MHz. It also features a 512-bit memory bus, and uses a 65 nm design. It is made up of 240 SPUs, 80 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 280 should theoretically perform a bit faster than the GeForce GTX 1650 overall. (explain)
Texel RateThe GeForce GTX 1650 should be a lot (approximately 73%) faster with regards to anisotropic filtering than the GeForce GTX 280. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 1650 is a better choice, and very much so. (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 (measured in MB per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, 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 texture map elements (texels) that are processed per second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video 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 maximum amount of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.