Compare any two graphics cards:
GeForce GT 640 DDR3 vs GeForce GTX 460
IntroThe GeForce GT 640 DDR3 has core speeds of 900 MHz on the GPU, and 1782 MHz on the 2048 MB of DDR3 RAM. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all that to the GeForce GTX 460, which features GPU clock speed of 675 MHz, and 768 MB of GDDR5 RAM set to run at 900 MHz through a 192-bit bus. It also is comprised of 336 Stream Processors, 56 TAUs, and 24 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 460 should in theory be a lot superior to the GeForce GT 640 DDR3 in general. (explain)
Texel RateThe GeForce GTX 460 will be quite a bit (about 31%) faster with regards to anisotropic filtering than the GeForce GT 640 DDR3. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 460 is superior to the GeForce GT 640 DDR3, but only just. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If 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 per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.