Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 260 Core 216
IntroThe GeForce GTX 1650 features core speeds of 1485 MHz on the GPU, and 8000 MHz on the 4096 MB of GDDR5 RAM. It features 896 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 260 Core 216, which features GPU core speed of 576 MHz, and 896 MB of GDDR3 memory set to run at 999 MHz through a 448-bit bus. It also features 216 Stream Processors, 72 Texture Address Units, and 28 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 1650 should perform just a bit faster than the GeForce GTX 260 Core 216 in general. (explain)
Texel RateThe GeForce GTX 1650 should be quite a bit (approximately 101%) better at AF than the GeForce GTX 260 Core 216. (explain)
Pixel RateThe GeForce GTX 1650 should be a lot (approximately 195%) more effective at anti-aliasing than the GeForce GTX 260 Core 216, and also able to handle higher screen 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 max amount of data (counted in MB per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, 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 maximum amount of pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.