Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 260 Core 216
IntroThe GeForce GTX 260 has a clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit memory bus, and makes use of a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.Compare that to the GeForce GTX 260 Core 216, which comes with a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also uses a 448-bit bus, and uses a 65 nm design. It is made up of 216 SPUs, 72 Texture Address Units, and 28 ROPs.
F.E.A.R. 2
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthBoth cards have exactly the same bandwidth, so theoretically they should perform the same. (explain) Texel RateThe GeForce GTX 260 Core 216 should be a little bit (about 13%) more effective at texture filtering than the GeForce GTX 260. (explain)
Pixel RateBoth cards have the exact same pixel rate, so theoretically they should be equally good at at AA, and be able to handle 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 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.
Specifications
Memory Bandwidth: Bandwidth is the largest amount of data (measured in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.
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