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GeForce GTX 460 (OEM) vs GeForce GTX 650

Intro

The GeForce GTX 460 (OEM) uses a 40 nm design. nVidia has set the core frequency at 650 MHz. The GDDR5 RAM runs at a frequency of 850 MHz on this model. It features 336 SPUs along with 56 TAUs and 32 ROPs.

Compare that to the GeForce GTX 650, which makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 memory runs at a frequency of 1250 MHz on this particular model. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
GeForce GTX 460 (OEM) 150 Watts
Difference: 86 Watts (134%)

Memory Bandwidth

In theory, the GeForce GTX 460 (OEM) should be 36% faster than the GeForce GTX 650 overall, because of its higher data rate. (explain)

GeForce GTX 460 (OEM) 108800 MB/sec
GeForce GTX 650 80000 MB/sec
Difference: 28800 (36%)

Texel Rate

The GeForce GTX 460 (OEM) should be a bit (more or less 8%) faster with regards to texture filtering than the GeForce GTX 650. (explain)

GeForce GTX 460 (OEM) 36400 Mtexels/sec
GeForce GTX 650 33856 Mtexels/sec
Difference: 2544 (8%)

Pixel Rate

The GeForce GTX 460 (OEM) should be quite a bit (about 23%) better at AA than the GeForce GTX 650, and will be capable of handling higher resolutions while still performing well. (explain)

GeForce GTX 460 (OEM) 20800 Mpixels/sec
GeForce GTX 650 16928 Mpixels/sec
Difference: 3872 (23%)

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 GTX 460 (OEM)

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 650

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 460 (OEM) GeForce GTX 650
Manufacturer nVidia nVidia
Year October 2010 September 2012
Code Name GF104 GK107
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 1024 MB 2048 MB
Core Speed 650 MHz 1058 MHz
Shader Speed 1300 MHz 1058 MHz
Memory Speed 850 MHz (3400 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 336 384
Texture Mapping Units 56 32
Render Output Units 32 16
Bus Type GDDR5 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 11 DirectX 11.1
OpenGL Version OpenGL 4.1 OpenGL 4.3
Power (Max TDP) 150 watts 64 watts
Shader Model 5.0 5.0
Bandwidth 108800 MB/sec 80000 MB/sec
Texel Rate 36400 Mtexels/sec 33856 Mtexels/sec
Pixel Rate 20800 Mpixels/sec 16928 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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