Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 260 Core 216
IntroThe GeForce GTX 1650 makes use of a 12 nm design. nVidia has set the core frequency at 1485 MHz. The GDDR5 memory runs at a frequency of 8000 MHz on this specific model. It features 896 SPUs as well as 56 Texture Address Units and 32 ROPs.
Compare all that to the GeForce GTX 260 Core 216, which features core speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 216 SPUs along with 72 Texture Address Units and 28 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 1650, in theory, should be just a bit faster than the GeForce GTX 260 Core 216 in general. (explain)
Texel RateThe GeForce GTX 1650 is much (more or less 101%) more effective at AF than the GeForce GTX 260 Core 216. (explain)
Pixel RateThe GeForce GTX 1650 should be quite a bit (approximately 195%) better at anti-aliasing than the GeForce GTX 260 Core 216, and capable of handling higher resolutions without losing too much performance. (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 transferred past the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate 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 also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.