Compare any two graphics cards:
GeForce GTX 560 vs Geforce GTX 760
IntroThe GeForce GTX 560 makes use of a 40 nm design. nVidia has set the core frequency at 810 MHz. The GDDR5 memory is set to run at a speed of 1001 MHz on this specific card. It features 336 SPUs along with 56 TAUs and 32 Rasterization Operator Units.
Compare that to the Geforce GTX 760, which uses 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.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Geforce GTX 760 is 50% faster than the GeForce GTX 560 in general, because of its higher data rate. (explain)
Texel RateThe Geforce GTX 760 is much (about 107%) more effective at texture filtering than the GeForce GTX 560. (explain)
Pixel RateIf running with a high resolution 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 information (measured in megabytes per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster 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 in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.