Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 features core clock speeds of 625 MHz on the GPU, and 790 MHz on the 512 MB of DDR3 RAM. It features 48 SPUs as well as 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 speed at 810 MHz. The GDDR5 RAM runs at a speed of 1001 MHz on this particular model. It features 336 SPUs along with 56 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 560 should be much faster than the GeForce GT 315 overall. (explain)
Texel RateThe GeForce GTX 560 should be quite a bit (approximately 354%) faster with regards to texture filtering than the GeForce GT 315. (explain)
Pixel RateThe GeForce GTX 560 will be quite a bit (approximately 418%) more effective at full screen anti-aliasing than the GeForce GT 315, and should be able to handle higher screen resolutions while still performing well. (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 information (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the 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 texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number 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 lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.