Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 comes with 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 Texture Address Units and 8 Rasterization Operator Units.
Compare all that to the GeForce GTX 560, which has a clock speed of 810 MHz and a GDDR5 memory frequency of 1001 MHz. It also makes use of a 256-bit memory bus, and uses a 40 nm design. It is comprised of 336 SPUs, 56 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 should theoretically be quite a bit faster than the GeForce GT 315 overall. (explain)
Texel RateThe GeForce GTX 560 should be much (about 354%) better at AF than the GeForce GT 315. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 560 is the winner, 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 maximum amount of data (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 bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.