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 set the core speed at 625 MHz. The DDR3 memory runs at a frequency of 790 MHz on this card. It features 48 SPUs along with 16 TAUs and 8 Rasterization Operator Units.
Compare all that to the GeForce GTX 560, which makes use of a 40 nm design. nVidia has clocked the core speed at 810 MHz. The GDDR5 RAM runs at a speed of 1001 MHz on this specific model. It features 336 SPUs along with 56 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 should in theory perform a lot faster than the GeForce GT 315 in general. (explain)
Texel RateThe GeForce GTX 560 will be much (more or less 354%) faster with regards to 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 superior to the GeForce GT 315, 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 maximum amount of data (in units of MB per second) that can be moved past the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the video 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 the video card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate 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 drawing the pixels (image) on the screen. The actual pixel fill rate also depends 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.