Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 280
IntroThe GeForce GTX 1650 has a GPU core speed of 1485 MHz, and the 4096 MB of GDDR5 RAM is set to run at 8000 MHz through a 128-bit bus. It also is made up of 896 SPUs, 56 Texture Address Units, and 32 ROPs.
Compare all that to the GeForce GTX 280, which makes use of a 65 nm design. nVidia has set the core speed at 602 MHz. The GDDR3 memory is set to run at a frequency of 1107 MHz on this specific card. It features 240 SPUs as well as 80 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 280 is 8% faster than the GeForce GTX 1650 overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 1650 should be much (more or less 73%) faster with regards to AF than the GeForce GTX 280. (explain)
Pixel RateThe GeForce GTX 1650 is quite a bit (about 147%) better at FSAA than the GeForce GTX 280, and also should be able to handle higher resolutions without slowing down too much. (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 megabytes per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.