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GeForce GTX 460 SE vs Radeon HD 4850 X2 512MB

Intro

The GeForce GTX 460 SE makes use of a 40 nm design. nVidia has set the core frequency at 650 MHz. The GDDR5 RAM works at a speed of 850 MHz on this specific card. It features 288 SPUs along with 48 Texture Address Units and 32 Rasterization Operator Units.

Compare all of that to the Radeon HD 4850 X2 512MB, which comes with a GPU core clock speed of 625 MHz, and 512 MB of GDDR3 RAM running at 993 MHz through a 256-bit bus. It also features 800(160x5) Stream Processors, 40 Texture Address Units, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 460 SE 150 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 100 Watts (67%)

Memory Bandwidth

The Radeon HD 4850 X2 512MB, in theory, should perform just a bit faster than the GeForce GTX 460 SE in general. (explain)

Radeon HD 4850 X2 512MB 127104 MB/sec
GeForce GTX 460 SE 108800 MB/sec
Difference: 18304 (17%)

Texel Rate

The Radeon HD 4850 X2 512MB will be much (about 60%) faster with regards to texture filtering than the GeForce GTX 460 SE. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce GTX 460 SE 31200 Mtexels/sec
Difference: 18800 (60%)

Pixel Rate

If using a high resolution is important to you, then the GeForce GTX 460 SE is the winner, but only just. (explain)

GeForce GTX 460 SE 20800 Mpixels/sec
Radeon HD 4850 X2 512MB 20000 Mpixels/sec
Difference: 800 (4%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

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 SE

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4850 X2 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 460 SE Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year November 2010 Nov 7, 2008
Code Name GF104 R700
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 1024 MB 512 MB (x2)
Core Speed 650 MHz 625 MHz (x2)
Shader Speed 1300 MHz (N/A) MHz (x2)
Memory Speed 850 MHz 993 MHz (x2)
Unified Shaders 288 800(160x5) (x2)
Texture Mapping Units 48 40 (x2)
Render Output Units 32 16 (x2)
Bus Type GDDR5 GDDR3
Bus Width 256-bit 256-bit (x2)
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 150 watts 250 watts
Shader Model 5.0 4.1
Bandwidth 108800 MB/sec 127104 MB/sec
Texel Rate 31200 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 20800 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 processed in one second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the 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 chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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