Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 comes with a GPU core clock speed of 625 MHz, and the 512 MB of DDR3 memory is set to run at 790 MHz through a 128-bit bus. It also is made up of 48 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare those specs to the GeForce GTX 560, which has clock speeds of 810 MHz on the GPU, and 1001 MHz on the 1024 MB of GDDR5 RAM. It features 336 SPUs as well as 56 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 will be 407% quicker than the GeForce GT 315 in general, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 560 should be quite a bit (more or less 354%) better at anisotropic filtering than the GeForce GT 315. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 560 is superior to the GeForce GT 315, by a large margin. (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 transferred over the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.