Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 has a GPU core speed of 625 MHz, and the 512 MB of DDR3 RAM runs at 790 MHz through a 128-bit bus. It also is made up of 48 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specifications to the GeForce GTX 560, which comes with GPU core speed of 810 MHz, and 1024 MB of GDDR5 memory set to run at 1001 MHz through a 256-bit bus. It also features 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 560 should theoretically be much superior to the GeForce GT 315 overall. (explain)
Texel RateThe GeForce GTX 560 will be quite a bit (more or less 354%) faster with regards to anisotropic filtering than the GeForce GT 315. (explain)
Pixel RateThe GeForce GTX 560 will be much (more or less 418%) more effective at anti-aliasing than the GeForce GT 315, and also should be capable of handling higher screen 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: Bandwidth is the max amount of data (measured in megabytes per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range 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 calculated by multiplying the total amount of texture units 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 one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the clock 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 rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.