Compare any two graphics cards:
GeForce GTX 1650 vs GeForce GTX 980M
IntroThe GeForce GTX 1650 features a GPU core speed of 1485 MHz, and the 4096 MB of GDDR5 memory is set to run at 2001 MHz through a 128-bit bus. It also features 896 Stream Processors, 56 TAUs, and 32 Raster Operation Units.
Compare all of that to the GeForce GTX 980M, which features a GPU core clock speed of 1038 MHz, and 4096 MB of GDDR5 memory set to run at 1000 MHz through a 256-bit bus. It also is comprised of 1536 Stream Processors, 96 TAUs, and 64 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 1650, in theory, should be a little bit faster than the GeForce GTX 980M overall. (explain)
Texel RateThe GeForce GTX 980M is a bit (more or less 20%) more effective at texture filtering than the GeForce GTX 1650. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 980M is a better choice, by a large margin. (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.
Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in MB per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better 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 amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.