Submit Benchmarks!

Submit SSD Benchmark
Submit GPU Benchmark

Compare any two graphics cards:
VS

GeForce GT 640 DDR3 vs GeForce GTX 460


Intro

The GeForce GT 640 DDR3 makes use of a 28 nm design. nVidia has set the core speed at 900 MHz. The DDR3 memory is set to run at a speed of 1782 MHz on this specific model. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.

Compare those specifications to the GeForce GTX 460, which features a clock frequency of 675 MHz and a GDDR5 memory speed of 900 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It is comprised of 336 SPUs, 56 Texture Address Units, and 24 ROPs.

Display Graphs

Hide Graphs

Benchmarks

These are real-world performance benchmarks that were submitted by Hardware Compare users. The scores seen here are the average of all benchmarks submitted for each respective test and hardware.

3DMark Fire Strike Graphics Score

GeForce GTX 460 2560 points
GeForce GT 640 DDR3 1560 points
Difference: 1000 (64%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 640 DDR3 65 Watts
GeForce GTX 460 150 Watts
Difference: 85 Watts (131%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 460 should be 52% faster than the GeForce GT 640 DDR3 in general, due to its higher bandwidth. (explain)

GeForce GTX 460 86400 MB/sec
GeForce GT 640 DDR3 57024 MB/sec
Difference: 29376 (52%)

Texel Rate

The GeForce GTX 460 should be quite a bit (about 31%) faster with regards to anisotropic filtering than the GeForce GT 640 DDR3. (explain)

GeForce GTX 460 37800 Mtexels/sec
GeForce GT 640 DDR3 28800 Mtexels/sec
Difference: 9000 (31%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the GeForce GTX 460 is the winner, not by a very large margin though. (explain)

GeForce GTX 460 16200 Mpixels/sec
GeForce GT 640 DDR3 14400 Mpixels/sec
Difference: 1800 (13%)

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

GeForce GT 640 DDR3

GeForce GTX 460

Specifications

Display Specifications

Hide Specifications

Model GeForce GT 640 DDR3 GeForce GTX 460
Manufacturer nVidia nVidia
Year June 2012 July 2010
Code Name GK107 GF104
Memory 2048 MB 768 MB
Core Speed 900 MHz 675 MHz
Memory Speed 3564 MHz 3600 MHz
Power (Max TDP) 65 watts 150 watts
Bandwidth 57024 MB/sec 86400 MB/sec
Texel Rate 28800 Mtexels/sec 37800 Mtexels/sec
Pixel Rate 14400 Mpixels/sec 16200 Mpixels/sec
Unified Shaders 384 336
Texture Mapping Units 32 56
Render Output Units 16 24
Bus Type DDR3 GDDR5
Bus Width 128-bit 192-bit
Fab Process 28 nm 40 nm
Transistors 1300 million 1950 million
Bus PCIe 3.0 x16 PCIe x16
DirectX Version DirectX 11.0 DirectX 11
OpenGL Version OpenGL 4.2 OpenGL 4.1

Memory Bandwidth: Bandwidth is the largest amount of data (in units of megabytes per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. 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 amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card 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 processed in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.

GeForce GT 640 DDR3

GeForce GTX 460

Comments

Be the first to leave a comment!

Your email address will not be published. Required fields are marked *


*

WordPress Anti-Spam by WP-SpamShield


[X]
[X]