Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 has a clock frequency of 625 MHz and a DDR3 memory speed of 790 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 48 SPUs, 16 TAUs, and 8 ROPs.
Compare those specifications to the GeForce GTX 560, which has a core clock speed of 810 MHz and a GDDR5 memory frequency of 1001 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is comprised of 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 560 should theoretically be quite a bit better than the GeForce GT 315 overall. (explain)
Texel RateThe GeForce GTX 560 will be quite a bit (more or less 354%) faster with regards to texture filtering than the GeForce GT 315. (explain)
Pixel RateThe GeForce GTX 560 should be quite a bit (about 418%) better at AA than the GeForce GT 315, and also will be able to handle higher resolutions without slowing down too much. (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 max amount of information (measured in megabytes per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.