Compare any two graphics cards:
GeForce GT 640 DDR3 vs GeForce GTX 460
IntroThe GeForce GT 640 DDR3 comes with a core clock speed of 900 MHz and a DDR3 memory frequency of 1782 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare all that to the GeForce GTX 460, which uses a 40 nm design. nVidia has clocked the core frequency at 675 MHz. The GDDR5 RAM is set to run at a speed of 900 MHz on this particular card. It features 336 SPUs along with 56 Texture Address Units and 24 ROPs.
(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 quite a bit superior to the GeForce GT 640 DDR3 in general. (explain)
Texel RateThe GeForce GTX 460 is a lot (more or less 31%) more effective at AF than the GeForce GT 640 DDR3. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 460 is the winner, 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 data (counted in megabytes per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the interface width by its memory speed. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen 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 number of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the card's clock speed. 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 is also dependant on quite a few 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.