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GeForce GTX 260 216SP 55 nm vs GeForce GTX 260 Core 216

Intro

The GeForce GTX 260 216SP 55 nm has clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 216 SPUs along with 72 Texture Address Units and 28 Rasterization Operator Units.

Compare that to the GeForce GTX 260 Core 216, which has GPU core speed of 576 MHz, and 896 MB of GDDR3 memory running at 999 MHz through a 448-bit bus. It also is made up of 216 SPUs, 72 Texture Address Units, and 28 ROPs.

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTX 260 216SP 55 nm 57 FPS
GeForce GTX 260 Core 216 56 FPS
Difference: 1 FPS (2%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTX 260 216SP 55 nm 65 FPS
GeForce GTX 260 Core 216 61 FPS
Difference: 4 FPS (7%)

GeForce GTX 260 216SP 55 nm wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce GTX 260 216SP 55 nm wins overall, by 5 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

GeForce GTX 260 216SP 55 nm 122 FPS
GeForce GTX 260 Core 216 117 FPS
Difference: 5 FPS (4%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 260 216SP 55 nm 171 Watts
GeForce GTX 260 Core 216 202 Watts
Difference: 31 Watts (18%)

Memory Bandwidth

Both cards have exactly the same memory bandwidth, so theoretically they should have the same performance. (explain)

Texel Rate

Both cards have exactly the same texel rate, so in theory they should be equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have exactly the same pixel fill rate, so theoretically they should perform equally good at at anti-aliasing, and be capable of handling the same screen resolutions. (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 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 260 216SP 55 nm

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 260 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 216SP 55 nm GeForce GTX 260 Core 216
Manufacturer nVidia nVidia
Year December 22, 2008 September 16, 2008
Code Name G200b G200
Fab Process 55 nm 65 nm
Bus PCIe x16 2.0 PCIe x16 2.0
Memory 896 MB 896 MB
Core Speed 576 MHz 576 MHz
Shader Speed 1242 MHz 1242 MHz
Memory Speed 999 MHz 999 MHz
Unified Shaders 216 216
Texture Mapping Units 72 72
Render Output Units 28 28
Bus Type GDDR3 GDDR3
Bus Width 448-bit 448-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.1 OpenGL 3.1
Power (Max TDP) 171 watts 202 watts
Shader Model 4.0 4.0
Bandwidth 111888 MB/sec 111888 MB/sec
Texel Rate 41472 Mtexels/sec 41472 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 16128 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. 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 processed per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, 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 number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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