Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 260 Core 216
IntroThe GeForce GTX 1650 comes with a core clock speed of 1485 MHz and a GDDR5 memory speed of 8000 MHz. It also features a 128-bit bus, and makes use of a 12 nm design. It features 896 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare all of that to the GeForce GTX 260 Core 216, which comes with GPU core speed of 576 MHz, and 896 MB of GDDR3 memory running at 999 MHz through a 448-bit bus. It also is comprised of 216 SPUs, 72 TAUs, and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 1650 will be 17% quicker than the GeForce GTX 260 Core 216 overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 1650 is quite a bit (more or less 101%) faster with regards to AF than the GeForce GTX 260 Core 216. (explain)
Pixel RateThe GeForce GTX 1650 will be quite a bit (more or less 195%) faster with regards to AA than the GeForce GTX 260 Core 216, and also able to handle higher screen resolutions more effectively. (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 max amount of data (counted in MB per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher 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 number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the 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 number of pixels the graphics card can 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 Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.