Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 features a GPU clock speed of 625 MHz, and the 512 MB of DDR3 RAM runs at 790 MHz through a 128-bit bus. It also is comprised of 48 SPUs, 16 TAUs, and 8 ROPs.
Compare all of that to the GeForce GTX 560, which makes use of a 40 nm design. nVidia has set the core frequency at 810 MHz. The GDDR5 memory runs at a speed of 1001 MHz on this particular model. It features 336 SPUs as well as 56 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 560 should theoretically be a lot superior to the GeForce GT 315 overall. (explain)
Texel RateThe GeForce GTX 560 should be a lot (approximately 354%) better at anisotropic filtering than the GeForce GT 315. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 560 is the winner, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of data (measured in MB per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better 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 is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of 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 many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.