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GeForce GT 310 vs Radeon R7 M260

Intro

The GeForce GT 310 makes use of a 40 nm design. nVidia has clocked the core frequency at 589 MHz. The DDR2 RAM is set to run at a speed of 1000 MHz on this specific card. It features 16 SPUs along with 8 Texture Address Units and 4 ROPs.

Compare that to the Radeon R7 M260, which comes with core speeds of 715 MHz on the GPU, and 1000 MHz on the 2048 MB of DDR3 RAM. It features 384 SPUs along with 24 TAUs and 8 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

Both cards have exactly the same memory bandwidth, so theoretically they should perform the same. (explain)

Texel Rate

The Radeon R7 M260 will be quite a bit (approximately 264%) more effective at texture filtering than the GeForce GT 310. (explain)

Radeon R7 M260 17160 Mtexels/sec
GeForce GT 310 4712 Mtexels/sec
Difference: 12448 (264%)

Pixel Rate

If using high levels of AA is important to you, then the Radeon R7 M260 is a better choice, by far. (explain)

Radeon R7 M260 5720 Mpixels/sec
GeForce GT 310 2356 Mpixels/sec
Difference: 3364 (143%)

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 Comparison

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GeForce GT 310

Amazon.com

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Radeon R7 M260

Amazon.com

Check prices at:

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.

Specifications

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Model GeForce GT 310 Radeon R7 M260
Manufacturer nVidia AMD
Year November 2009 June 2014
Code Name GT218 Opal/Topaz
Memory 512 MB 2048 MB
Core Speed 589 MHz 715 MHz
Memory Speed 2000 MHz 2000 MHz
Power (Max TDP) 31 watts (Unknown) watts
Bandwidth 16000 MB/sec 16000 MB/sec
Texel Rate 4712 Mtexels/sec 17160 Mtexels/sec
Pixel Rate 2356 Mpixels/sec 5720 Mpixels/sec
Unified Shaders 16 384
Texture Mapping Units 8 24
Render Output Units 4 8
Bus Type DDR2 DDR3
Bus Width 64-bit 64-bit
Fab Process 40 nm 28 nm
Transistors 260 million (Unknown) million
Bus PCIe 2.0 PCIe 3.0 x8
DirectX Version DirectX 10.1 DirectX 11.2
OpenGL Version OpenGL 3.1 OpenGL 4.3

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be transported across the external memory interface within a second. The number is worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

Display Prices

Hide Prices

GeForce GT 310

Amazon.com

Check prices at:

Radeon R7 M260

Amazon.com

Check prices at:

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.

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