Compare any two graphics cards:
GeForce GT 310 vs GeForce GTX 470
IntroThe GeForce GT 310 comes with a GPU core speed of 589 MHz, and the 512 MB of DDR2 memory runs at 1000 MHz through a 64-bit bus. It also is made up of 16 SPUs, 8 TAUs, and 4 ROPs.
Compare those specs to the GeForce GTX 470, which features a clock speed of 607 MHz and a GDDR5 memory speed of 837 MHz. It also features a 320-bit bus, and uses a 40 nm design. It features 448 SPUs, 56 TAUs, and 40 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 470 is 737% quicker than the GeForce GT 310 overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 470 will be quite a bit (more or less 621%) more effective at anisotropic filtering than the GeForce GT 310. (explain)
Pixel RateThe GeForce GTX 470 should be much (about 931%) faster with regards to anti-aliasing than the GeForce GT 310, and also able to handle higher resolutions better. (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 largest amount of data (in units of megabytes per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.