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GeForce GT 640 DDR3 vs GeForce GTX 260


Intro

The GeForce GT 640 DDR3 uses a 28 nm design. nVidia has set the core speed at 900 MHz. The DDR3 RAM is set to run at a speed of 1782 MHz on this specific card. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.

Compare those specs to the GeForce GTX 260, which has clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 192 SPUs as well as 64 Texture Address Units and 28 Rasterization Operator Units.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 640 DDR3 65 Watts
GeForce GTX 260 182 Watts
Difference: 117 Watts (180%)

Memory Bandwidth

Theoretically, the GeForce GTX 260 should perform much faster than the GeForce GT 640 DDR3 in general. (explain)

GeForce GTX 260 111888 MB/sec
GeForce GT 640 DDR3 57024 MB/sec
Difference: 54864 (96%)

Texel Rate

The GeForce GTX 260 should be a lot (about 28%) better at anisotropic filtering than the GeForce GT 640 DDR3. (explain)

GeForce GTX 260 36864 Mtexels/sec
GeForce GT 640 DDR3 28800 Mtexels/sec
Difference: 8064 (28%)

Pixel Rate

If using high levels of AA is important to you, then the GeForce GTX 260 is the winner, but it probably won't make a huge difference. (explain)

GeForce GTX 260 16128 Mpixels/sec
GeForce GT 640 DDR3 14400 Mpixels/sec
Difference: 1728 (12%)

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 260

Specifications

Display Specifications

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Model GeForce GT 640 DDR3 GeForce GTX 260
Manufacturer nVidia nVidia
Year June 2012 June 16, 2008
Code Name GK107 G200
Memory 2048 MB 896 MB
Core Speed 900 MHz 576 MHz
Memory Speed 3564 MHz 1998 MHz
Power (Max TDP) 65 watts 182 watts
Bandwidth 57024 MB/sec 111888 MB/sec
Texel Rate 28800 Mtexels/sec 36864 Mtexels/sec
Pixel Rate 14400 Mpixels/sec 16128 Mpixels/sec
Unified Shaders 384 192
Texture Mapping Units 32 64
Render Output Units 16 28
Bus Type DDR3 GDDR3
Bus Width 128-bit 448-bit
Fab Process 28 nm 65 nm
Transistors 1300 million 1400 million
Bus PCIe 3.0 x16 PCIe x16 2.0
DirectX Version DirectX 11.0 DirectX 10
OpenGL Version OpenGL 4.2 OpenGL 3.1

Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

GeForce GT 640 DDR3

GeForce GTX 260

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