Compare any two graphics cards:
GeForce GTX 560 vs Geforce GTX 760
IntroThe GeForce GTX 560 has a GPU core speed of 810 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1001 MHz through a 256-bit bus. It also features 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare those specifications to the Geforce GTX 760, which has GPU core speed of 980 MHz, and 2048 MB of GDDR5 RAM set to run at 1502 MHz through a 256-bit bus. It also features 1152 SPUs, 96 Texture Address Units, 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 760 should theoretically be a lot better than the GeForce GTX 560 in general. (explain)
Texel RateThe Geforce GTX 760 will be much (approximately 107%) better at anisotropic filtering than the GeForce GTX 560. (explain)
Pixel RateIf using 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: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be moved across the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster 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 can be processed per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the 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 amount of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.