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GeForce GTX 460 SE vs Radeon HD 4850 X2 1GB

Intro

The GeForce GTX 460 SE features clock speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 memory. 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 1GB, which features clock speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR3 memory. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.

(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 1GB 250 Watts
Difference: 100 Watts (67%)

Memory Bandwidth

As far as performance goes, the Radeon HD 4850 X2 1GB should theoretically be just a bit superior to the GeForce GTX 460 SE overall. (explain)

Radeon HD 4850 X2 1GB 127104 MB/sec
GeForce GTX 460 SE 108800 MB/sec
Difference: 18304 (17%)

Texel Rate

The Radeon HD 4850 X2 1GB should be a lot (more or less 60%) better at texture filtering than the GeForce GTX 460 SE. (explain)

Radeon HD 4850 X2 1GB 50000 Mtexels/sec
GeForce GTX 460 SE 31200 Mtexels/sec
Difference: 18800 (60%)

Pixel Rate

If using a high screen resolution is important to you, then the GeForce GTX 460 SE is superior to the Radeon HD 4850 X2 1GB, but it probably won't make a huge difference. (explain)

GeForce GTX 460 SE 20800 Mpixels/sec
Radeon HD 4850 X2 1GB 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 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 460 SE Radeon HD 4850 X2 1GB
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 1024 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 largest amount of data (in units of megabytes per second) that can be transported across the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per 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 the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. 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 fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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