Compare any two graphics cards:
GeForce GTX 1630 vs GeForce GTX 650
IntroThe GeForce GTX 1630 comes with a GPU clock speed of 1740 MHz, and the 4096 MB of GDDR6 RAM is set to run at 1500 MHz through a 64-bit bus. It also is comprised of 512 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the GeForce GTX 650, which has a core clock speed of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 1630 should theoretically be much better than the GeForce GTX 650 overall. (explain)
Texel RateThe GeForce GTX 1630 should be much (approximately 64%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 1630 should be a lot (more or less 64%) better at full screen anti-aliasing than the GeForce GTX 650, and capable of handling higher resolutions better. (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 megabytes per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number 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 many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.