Compare any two graphics cards:
GeForce GT 315 vs GeForce GTX 560
IntroThe GeForce GT 315 has a GPU clock speed of 625 MHz, and the 512 MB of DDR3 RAM runs at 790 MHz through a 128-bit bus. It also is comprised of 48 SPUs, 16 TAUs, and 8 ROPs.
Compare those specs to the GeForce GTX 560, which uses a 40 nm design. nVidia has set the core frequency at 810 MHz. The GDDR5 RAM works at a speed of 1001 MHz on this specific model. It features 336 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 should perform much faster than the GeForce GT 315 in general. (explain)
Texel RateThe GeForce GTX 560 will be much (about 354%) better at anisotropic filtering than the GeForce GT 315. (explain)
Pixel RateThe GeForce GTX 560 should be a lot (more or less 418%) more effective at anti-aliasing than the GeForce GT 315, and will be capable of handling higher resolutions without losing too much performance. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. 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 number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units of the card 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core speed of the card. 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 of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.