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GeForce GT 640 DDR3 vs GeForce GTX 460

Intro

The GeForce GT 640 DDR3 comes with a GPU core speed of 900 MHz, and the 2048 MB of DDR3 RAM runs at 1782 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 TAUs, and 16 ROPs.

Compare all that to the GeForce GTX 460, which features a core clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 192-bit memory bus, and makes use of a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 24 Raster Operation Units.

Display Graphs

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(No game benchmarks for this combination yet.)

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 perform quite a bit faster than the GeForce GT 640 DDR3 in general. (explain)

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

Texel Rate

The GeForce GTX 460 will be quite a bit (more or less 31%) better at texture 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 using a high screen resolution is important to you, then the GeForce GTX 460 is a better choice, 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

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GeForce GT 640 DDR3

Amazon.com

GeForce GTX 460

Amazon.com

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 640 DDR3 GeForce GTX 460
Manufacturer nVidia nVidia
Year June 2012 July 2010
Code Name GK107 GF104
Fab Process 28 nm 40 nm
Bus PCIe 3.0 x16 PCIe x16
Memory 2048 MB 768 MB
Core Speed 900 MHz 675 MHz
Shader Speed 900 MHz 1350 MHz
Memory Speed 3564 MHz 3600 MHz
Unified Shaders 384 336
Texture Mapping Units 32 56
Render Output Units 16 24
Bus Type DDR3 GDDR5
Bus Width 128-bit 192-bit
DirectX Version DirectX 11.0 DirectX 11
OpenGL Version OpenGL 4.2 OpenGL 4.1
Power (Max TDP) 65 watts 150 watts
Shader Model 5.0 5.0
Bandwidth 57024 MB/sec 86400 MB/sec
Texel Rate 28800 Mtexels/sec 37800 Mtexels/sec
Pixel Rate 14400 Mpixels/sec 16200 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of information (counted in MB per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the 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 can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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