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GeForce GT 640 DDR3 vs GeForce GTX 460

Intro

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

Compare that to the GeForce GTX 460, which comes with a clock frequency 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.

(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

As far as performance goes, the GeForce GTX 460 should theoretically be a lot superior to the GeForce GT 640 DDR3 overall. (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 a lot (more or less 31%) faster with regards to 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

The GeForce GTX 460 will be just a bit (about 13%) more effective at AA than the GeForce GT 640 DDR3, and also should be able to handle higher resolutions without losing too much performance. (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

Please 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.

GeForce GT 640 DDR3

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 460

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

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 1782 MHz (3564 MHz effective) 900 MHz (3600 MHz effective)
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 11.1 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 max amount of data (in units of MB per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, it must 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 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 per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better 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 in one second.

Pixel Rate: Pixel rate is the most 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 colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also 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 ability to get to the maximum fill rate.

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