Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 makes use of a 40 nm design. nVidia has clocked the core frequency at 625 MHz. The DDR3 memory is set to run at a frequency of 790 MHz on this specific card. It features 48 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare that to the GeForce GTX 560, which makes use of a 40 nm design. nVidia has clocked the core frequency at 810 MHz. The GDDR5 RAM runs at a frequency of 1001 MHz on this model. It features 336 SPUs as well as 56 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 560 should in theory be a lot superior to the GeForce GT 315 in general. (explain)
Texel RateThe GeForce GTX 560 is much (more or less 354%) better at texture filtering than the GeForce GT 315. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 560 is a better choice, by far. (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 (in units of megabytes per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could 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 colour ROPs by the the card's clock speed. 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 quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.