Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 uses a 40 nm design. nVidia has set the core speed at 625 MHz. The DDR3 memory is set to run at a speed of 790 MHz on this particular card. It features 48 SPUs as well as 16 TAUs and 8 ROPs.
Compare all that to the GeForce GTX 560, which has a clock speed of 810 MHz and a GDDR5 memory speed of 1001 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, 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 should be quite a bit (approximately 354%) better at anisotropic filtering than the GeForce GT 315. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 560 is a better choice, and very much so. (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 data (measured in MB per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 applied in one second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the 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 maximum amount of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's 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 lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.