Compare any two graphics cards:
GeForce GTX 560 vs Geforce GTX 760
IntroThe GeForce GTX 560 uses a 40 nm design. nVidia has clocked the core frequency at 810 MHz. The GDDR5 memory runs at a speed of 1001 MHz on this model. It features 336 SPUs along with 56 Texture Address Units and 32 ROPs.
Compare all that to the Geforce GTX 760, which makes use of a 28 nm design. nVidia has set the core speed at 980 MHz. The GDDR5 memory is set to run at a frequency of 1502 MHz on this model. It features 1152 SPUs along with 96 TAUs and 32 Rasterization Operator 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 760 should theoretically be much better than the GeForce GTX 560 in general. (explain)
Texel RateThe Geforce GTX 760 will be quite a bit (more or less 107%) better at texture filtering than the GeForce GTX 560. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Geforce GTX 760 is a better choice, 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 max amount of data (in units of megabytes per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the card's 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 higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.